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SIMULATION
SYSTEM VERIFICATION AND VALIDATION:
THE PROGRAM MANAGEMENT PERSPECTIVE
Edward P. Harvey
BMH Associates, Inc.
Norfolk, VA
Many dynamics contribute to
the overall success or failure of a simulation system development. If
success is defined as delivering the capability that fulfills the customer’s
needs it should be program management’s goal to clearly understand
customer requirements then insure the software developer adequately
addresses these requirements across the life cycle of the development. We
have to assume these goals are not easily achievable given the number of
simulation systems delivered with deficiencies that impact the customer’s
ability to employ the simulation for its intended purpose.
How does the program manager know customer requirements are being
adequately addressed? Are periodic reviews where the system engineer in
charge of the software development team tells the program manager how well
the effort is progressing sufficient? What questions should the program
manager ask during these reviews to determine actual program “health”?
What are the “right” answers the system engineer should be providing
to these questions? A viable approach for determining actual status at key
points in the development life cycle is based on application of an
integrated software development and V&V process based on sound
software engineering practices. Development status can then be judged by
the program manager based on V&V results.
The introduction of this paper will explain Department of Defense (DoD)
V&V terminology, describe the difference
between “software” validation and “representation” validation,
discuss the cost impact of performing V&V, and address
who should be responsible for validation. A “generic” software
development process will then be used to show how V&V
tasks can be practically integrated with software development tasks to
increase quality of the products delivered and
decrease program cost. Finally, a list of questions the program manager
can use to determine the extent which customer
requirements are being addressed during development will be provided.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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DESIGNING
GOVERNMENT SYSTEMS FOR DAY-ONE JOB
PERFORMANCE
Janet Cichelli
WPI, Inc.
Rockville, Maryland
Government organizations realize
that the human element largely determines the success or failure of any
system implementation. Unfortunately, nearly all computer systems are designed
around the processing of data and devoid of consideration of the user, or how the work really needs to be
performed. As a result, training and end-user support services have flourished as a way to help users figure out
how to work around these systems. Performance support is about helping to build knowledge and job competency
into the system design to
enable users to be proficient on day one. By focusing our attention on the
human side of computer-mediated
work, we can bring the issue of job performance to the forefront and
multiply its benefits
throughout the organization. As a result of implementing a
performance-centered approach to systems
development, government organizations can reduce or eliminate training and
help desk support, eliminate errors and costly rework, and institutionalize best
practice
approaches throughout their organization.
Using the scenario of a hypothetical government system roll-out, this paper
will present the problems encountered by workers trying to learn and use the new system. Offered as an
alternative to traditional systems design, this paper will present an overview of performance-centered
system design, driving factors in government, and benefits that can be achieved through a
performance support approach.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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PROGRAM
MANAGEMENT OF A COMPLEX SIMULATION PROGRAM
LESSONS LEARNED FROM STOW
Rae W. Dehncke
STOW Program Manager
Defense Advanced Research Projects Agency
3701 North Fairfax Drive
Arlington, VA 22203-1714
(703) 284-8892
rdehncke@darpa.mil
Donna J. Brooks
AB Technologies, Inc.
1600 North Beauregard Street
Suite 300
Alexandria, VA 22311
(703) 575-1087
dbrooks@abtechnologies.com
The Synthetic Theater of War (STOW) is an Advanced Concepts Technology
Demonstration (ACTD) being conducted in conjunction with USACOM and the United Kingdom. In November
1997, STOW 97 successfully demonstrated, in the largest ever entity based training simulation,
that it is possible to support training from the platform level to the Joint Task Force with the same
simulation. The program +management of this complex, international program is both interesting and
challenging. The STOW Management team has learned many lessons that would be of interest to the
simulation community. The organization and management of such a complex program requires careful planning
and a willingness to make organizational changes as the program evolves from phase to phase. The
selection of key players, assignment of responsibilities and relationships among the members
of the
program is critical to the ultimate success of the program. The information flow within a complex program
must be carefully planned and adjusted as the program changes direction. Decision making with
regard to schedules, milestone development, testing and integration was a major responsibility for
the entire program’s leadership. The contracting effort to resource the 250 contractors in this
program must be flexible and evolutionary to support program requirements and organization. Developing
program management reporting requirements, conducting baseline reviews, determining required
deliverables and the overall management of equipment was a significant task. As JSIMS and its Service
component programs grapple with the issues of program management of their equally large and
challenging programs, the lessons learned during STOW will assist them and other members of the simulation
community to manage their programs more efficiently and effectively.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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Developing an
Automated Documentation Environment
PATRICIA MESSIER ADAMS
SCIENCE APPLICATIONS INTERNATIONAL CORPORATION
ORLANDO, FLORIDA, USA
Documentation for training software systems
has heretofore been burdened with vast amounts of data requiring well-monitored yet time-consuming maintenance and
configuration management. Development and management of software
documentation for training systems can now benefit from the utilization of recently devised
automated documentation tools and CASE tools. In recent months, the facilitation of
such management through automation has been examined with regard to such newly
innovated document automation tools as well as the utilization of Internet Web sites
for automated data updates within a distributed environment. As an example, Software
Development Folders (SDFs) for the Joint Simulation System (JSIMS) Build 0 were
developed using an automated documentation tool created for a word processing
application in conjunction with a modeling CASE tool. The modeling CASE tool creates a “Model”
containing Categories and Classes and their respective documentation and
appropriate diagrams. The automation tool extracts such pertinent data from the Model
and creates a document comprised of “links” to the actual work products amid a textual
environment.
Any automated features not readily provided for by the automation tool and
not residing in the Model are generated using hyperlink capability and Internet Web
directories.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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ADVANCES
IN KNOWLEDGE MANAGEMENT
AN INFORMATION TECHNOLOGY VIEWPOINT
Kas Kasravi, C.Mfg.E
EDS
Troy, Michigan
Effective management of
knowledge is a critical issue for organizations in the public and private
sectors. The forces of economic efficiency, competition, employee attrition,
data-overload, and business/technical complexities create a significant need for efficient
acquisition, representation, and retrieval of knowledge. Enterprise-level solutions must address both the
organizational as well as the technical aspects of knowledge management, with the
latter being the primary
focus of this paper. Traditionally, organizations have relied on the minds of their
employees and
staff to learn and use knowledge as appropriate. The conventional knowledge management
techniques
have included training, reference documents, discussions, and trial and error. Information
technology advances in the recent years have been propelling knowledge management from the experimental stage
to the mainstream, and success stories among the early adopters are more frequent than in other
reengineering processes. Development of a knowledge management solution requires complex
organizational and technical issues to be addressed simultaneously.
This paper provides an overview of knowledge management, its business
drivers, success stories, and a discussion of strategies and issues pertinent to its successful
implementation.
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ALPHA
CONTRACTING: STREAMLINING
PROCUREMENT THROUGH PARTNERSHIP
CDR C.W. Toomer
Naval Air Systems Command (PMA205-2D)
Patuxent River, MD
Donald S. Selvy
Don Selvy Enterprises, Inc.
Bel Air, MD
Robert Howard
Analysis & Technology, Inc.
Arlington, VA
Donald Davies
Lockheed Martin Federal Systems
Manassas, VA
Procurement of a modern training system
requires input from a broad array of disciplines from government and industry to define the requirements, secure
funding, develop a technical solution, select a vendor and negotiate a
contract. Coordinating this pool of talent to develop a system on time and
under budget can be profoundly difficult - particularly when major system
awards occur infrequently and personnel turnover is high. Alpha contracting
is a procurement method in which industry and government jointly develop the
proposal to reduce inefficiencies. Vendor selection occurs early and the
contracting process is used as a tool to build a cohesive team. Although the
concept is widely discussed, little formal guidance exists on how to
actually set up and run an Alpha procurement. This paper will describe lessons
learned from two major training device alpha acquisitions (one a new contract and
the other an ECP).
Using these lessons, we will present a formal set of guidelines that can be applied by any industry/government team to develop a modern trainer suite. For each milestone, we will discuss regulatory requirements, organizational hurdles and opportunities for streamlining. Conscientiously applied, these
guidelines will result in cost reductions, reduced procurement time, clearer requirements and a strong business base that benefits both industry and government team members.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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THE
TECHNOLOGY TRANSITION (CRADA) PROCESS…
EXPERIENCES FROM THE C-130H2/H3 ATS PROGRAM
Lt. Col. Robert G. Speer, AFRC
HQ AFRC Requirements
Wright Patterson AFB, OH
Mr. Michael J. Sieverding
Principal Analyst, ARINC Incorporated
Dayton, OH
The DOD Technology Transition program was established through
public law to allow technologies developed through DOD investment to transfer to and be exploited in
the public and non-DOD sectors. A Cooperative Research and Development Agreement (CRADA) is a tool for
the government and a non-government partner to work together to transfer technology
for the technological and financial benefits of both parties. Using CRADA, the subject technology is
immune from release under the Freedom of Information Act, and complex laws regulating military
procurement and disposition of funds are avoided.
At last count, 65 nations and numerous commercial carriers fly C-130 aircraft.
Over 30 high fidelity C-130 flight simulators support C-130 aircrew training throughout the
world. None of these simulators had their aero performance software developed from an authoritative
aero data package collected from an instrumented C-130 aircraft. The C-130H2/H3 Aircrew Training
System (ATS) is an Air Force Reserve Command (AFRC) program managed through ASC/YW at Wright Patterson
AFB, OH. The program includes an investment in the collection and reduction of
authoritative aero performance data from an instrumented AFRC C-130 aircraft. The
C-130H2/H3 ATS program has
accomplished plans to apply the CRADA process to the repackaging and marketing of the C-130
aero data package for potential sale to non-DOD and commercial interests. Resulting
funds can be
reused by the C-130H2/H3 ATS program, the CRADA industry partner can achieve an enhanced
business base,
technology founded on a DOD investment can benefit non-DOD sectors, and the worldwide C-130
flight simulation community can achieve more effective training. Lessons learned from the
C-130H2/H3 ATS experience with the CRADA process can be used as a model by other government simulation
programs possessing marketable technologies.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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WORKING
SMARTER: TRAINING AND SIMULATION DEVELOPED
THROUGH COLLABORATION
Joe T. McClure
Indian Head Division, Naval Surface Warfare Center
Indian Head, MD
Military operations have entered a new era of
uncertainty, requiring agility, rapid response, and innovative teamwork. In turn, training systems play an increasingly larger
role in achieving the goal of military readiness. Just as the complexion of military operations
has changed, so has the strategy of developing the training systems to support military readiness.
Traditional procurement, with its associated long product development cycles and high
cost, is
impractical in today's environment. It virtually guarantees a training system will be both
technically out of date and not as effective in meeting current needs by the time it is delivered. This
paper presents a successful approach for the procurement and development of training systems, one that
responds to varied and changing needs in a timely and cost effective manner.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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Focusing
System Development Efforts:
The Requirements Definition and Management Process
Robert E. Paladeau
Advanced Systems Group
Science Applications International Corporation
Hampton, VA.
System requirement management is a difficult
and complex process demanding a
concentrated and dedicated effort. Modern technology has reached an advanced
state where it can be difficult to focus on specific requirements, goals and
objectives during the development of new systems. Software and hardware capabilities improve
almost monthly. Given enough resources (time, funds, and qualified personnel),
development teams can construct simulations to analyze, model or train nearly any
military, commercial, economic, or social activity. The critical part of the system
development process is definition of what is to be built and why. Identification of a
clearly stated system purpose, attainable goals, simply defined objectives, and hierarchical
requirements will bound the system development process. Requirements must be defined,
reviewed, confirmed, and refined, if needed. Use of a Requirements Management (RM)
process will assist in focusing development and integration efforts to best support
system goals and objectives.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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OPTIMISING
SPECIALIST MILITARY TRAINING ADVICE WITHIN THE PROCUREMENT
CYCLE
Dr David Swift, Lt Col Cliff Martindill and Maj Chris Allender
Development, Projects & Research Group,
Training Support Branch,
HQ AG (Personnel and Training Command),
Wiltshire, United Kingdom.
For 30 years, the British Army has employed the
Systems Approach to Training (SAT) as a means of quality assuring its most important and expensive activity undertaken to
ensure operational success - training. However, while the academic principles underpinning SAT
remain sound, the supporting procedures and organisational infrastructure were developed
before
the widespread procurement and use of synthetic training environments to which they are
difficult to apply. The result was that the military’s own training specialists were often denied
a voice within the procurement cycle until too late. While many training equipments remain elegant
pieces of engineering, they are frequently over complex, fielded too late to support the
initial deployment of the operational equipment and, above all, badly designed from an instructional
point of view. In an initial attempt to rectify this situation, Training Support Branch
developed guidelines for Training Needs Analysis (TNA), in which TNA is understood to be a special case
of SAT. The guidelines provide a framework within which TNAs may be managed and quality
assured. Variants of TNA procedures were developed independently by the Royal Navy and
Royal Air Force at about the same time and have since been harmonised to reflect a
tri-Service view. The effectiveness of the TNA procedures would still, however, be sub-optimal
until adequately supported by elements of the organisational infrastructure of the procurement
system. This paper describes the results of a study undertaken by the authors to address this
issue. The proposed solution integrates the complementary concerns of the procurement system,
Integrated Logistics Support and Human Factors Integration (‘MANPRINT’).
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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IMMERSIVE
SIMULATIONS FOR THE INDIVIDUAL SOLDIER:
DO WE NEED THEM?
Roy Latham
Computer Graphics Systems Development Corporation
Mountain View, California
Admiral Piper
U.S. Army Simulation Training and Instrumentation Command
Orlando, Florida
Gary Hubbard
Sherikon, Inc.
Fort Benning, Georgia
Training our Army through the use of increasingly sophisticated
simulations is in many ways becoming routine. The case for vehicle simulators has been well established based in
large part on the relative costs of operating real vehicles versus simulators. However, the case for
immersive simulators for individual soldiers is not so well established, consequently the
research and
development of such simulators has been proceeding slowly. This paper examines the case for
individual soldier simulators relative to the cost of live exercises, the ability to build and control the
training scenario, and the ability to train safely. The immediate high-benefit applications of individual soldier
simulators include mission rehearsal and the development of soldier systems, and in these cases the
benefits derive mainly from the ability to build and control scenarios that cannot be effectively achieved
by other means. In addi-tion, combined arms training is rapidly moving to simulators both for cost and
training effectiveness as mounting large field exercises becomes more expensive and less
operationally
feasible. While prog-ress has been made in individual soldier simulators, renewed research and
development
efforts are needed in critical areas of technology such as visual databases and locomotion
simulation platforms.
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Robert
E. Paladeau
Advanced Systems Group
Science Applications International Corporation
Hampton, Virginia
Perhaps
the most difficult problem facing military trainers today. While the
“Intelligence Process” is defined in joint and service-particular
doctrinal publications 1, the modeling of the process is much more
troublesome. Over the recent years, there have been many efforts to improve
M+S of intelligence processes, each with a limited degree of success.
However, there is still no fielded integrated M+S system available capable
of providing effective multi-discipline intelligence training. To maximize
effectiveness, an intelligence training system must include representation
of collection sensors and platforms, accurate raw and/or processed
information reporting, real dissemination methods, and use of fielded
command, control, communications, computers and intelligence (C4I) systems.
In order for intelligence training to be successfully supported by M+S, a
complete systems approach is needed with all aspects of the system
constructed to support to intelligence training. The systems approach to
intelligence M+S development requires each aspect of the entire M+S system
to be planned in a manner which will either directly support training
intelligence or not negatively affect intelligence training. This planning
includes not only selection of which collection assets are to be modeled,
but also what level of M+S support will be given to each phase of the
intelligence process and what aspects will be controlled by a man-in-the-loop. Modeling of processes, particularly those involving an
analytical or other human thought process, is exceptionally difficult.
Particular attention must be paid to all models (platform, process,
reporting, environmental, etc.) involved in supporting intelligence
processes within the complete M+S system. If desired intelligence processes,
platforms, functions, and reporting procedures are modeled in an integrated
manner with the complete training system, many of the intelligence personnel
may move from the support side to the training side of the exercise
structure. The Defense Advanced Research Projects Agency (DARPA) Synthetic
Theater of War (STOW) project is an Advanced Concept Technology
Demonstration (ACTD) designed to evolve several key aspects of emerging M+S
technologies. One area selected for development was intelligence modeling.
STOW was constructed with an eye to providing Joint Task Force (JTF) and
Component staff training. STOW is not an acquisition program but rather an
effort to push M+S technology to new limits and transition that technology
to other joint and service training systems.
The
STOW modeling of JTF-related intelligence assets and processes was developed
using a distributed development methodology with independent development
paths employed by the different organizations involved. As a result, STOW could not employ the systems approach across all areas relating to
intelligence M+S. STOW attempted to apply key principles of the systems
approach to the modeling of intelligence with varying degrees of success
with many important lessons learned. These lessons, as analyzed and
presented below, highlight the need for the use of a complete system approach when developing intelligence training systems.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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Gary
S. Kollmorgen
BMH Associates, Inc.
Verification,
Validation and Accreditation/Certification (VV&A/C) have long been
required steps in producing a Model & Simulation (M&S) that will
satisfy the user. It has also been largely under-resourced, sidestepped or
ignored because of time and cost constraints. One of the perceived
difficulties in performing VV&A is the certification of the data used in
M&S systems. Data collection often commences with little or no
definition of "what specific"
data needs to be collected or how this data will be used in the resulting
software model. Interjecting verification and validation of data, and hence
data certification, at appropriate points during software development, can
occur with little impact on development schedules. To be sure, certification
of data is not free, but it does not have to be difficult and it can be
accomplished within reasonable resource constraints. More importantly, this
certification is absolutely necessary to achieve a valid model that can then
be accredited for its particular use. This paper will show when data
verification, validation and certification should occur during system
software development. Additionally, it will propose a redefinition of data
certification that will limit data use based on the validation of the data
and the model that will use the data.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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Douglas
P. Glasson
Kevin R. Richard
Christopher A. Scheffer
TASC, Inc
The
Product Development Framework (PDF) is a unified computational
infrastructure that facilitates collaboration and use of predictive
simulations in modern, cross-domain collaborative engineering processes, Key
elements of the PDF process include:
Centralized
control of a common reference view of the product,
Elimination
of non-value-added effort in use of predictive simulations,
Simulation-based
impact analysis to evaluate proposed design changes,
Facilitation
of the collaboration process for distributed design development teams.
A
majority of the technology required to realize the PDF is currently
available from the commercial marketplace. Critical“gap-filler”
technologies are required in design data exchange, information
representation and flow management, and intra-domain tool integration. Under
sponsorship of a DoD-industry partnership, the Automotive Product Development Framework (APDF) program is addressing these critical
technologies and integrating a pilot PDF applicable to the commercial
automotive industry and the DoD combat vehicle industrial base.
This
paper provides an overview of the PDF vision and architecture, strategies
and development plans for the gap-filler technologies, and a description of
applications to date.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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Applied
Research Laboratories
The University of Texas at Austin
The
Modeling and Simulation (M&S) Master Plan, formally adopted in October
1995, established the need for a Common Technical Framework to facilitate
efficient and effective use of models and simulations across Department of Defense (DoD) agencies. The DoD High Level Architecture (HLA) is a critical
component of the Common Technical Framework, and currently represents the
highest priority within the DoD M&S community. The purpose of the HLA is
to facilitate interoperability between simulation systems and reuse of
simulation components. Key to achieving these objectives is the concept of
the HLA object model. HLA Federation Object Models (FOMs) are used to define
the exchange of public data among participants in an HLA federation. HLA
Simulation Object Models (SOMs) are used to describe the intrinsic
capabilities that individual simulation systems can offer to HLA
federations. To further support simulation interoperability through the HLA
object model development process, the Defense Modeling and Simulation Office
(DMSO) has provided a resource—the Object Model Data Dictionary (OMDD).
OMDD contents are developed based on the needs of HLA federation
implementations and are consistent with authoritative data sources,
including DoD-wide data standards. The Object Model Data Dictionary System (OMDDS)
provides Web-based access to OMDD contents and is integrated with other HLA
object modeling tools, including the HLA Object Model Library (OML) and Object Model Development Tools. The result is an integrated tool suite and
data dictionary resource. This paper will describe the content of the OMDD,
the development process for that content, and the automated tool support for
the development and use of OMDD content. The HLA development process,
including the OMDD development, is an ongoing effort of DMSO and the DoD
Architecture Management Group (AMG).
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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Michael
H. Thompson
Allan P. White
Veridian Veda Operations
The
development of simulation systems requires information which describes
validated, standard descriptions of the physical environment (e.g.,
terrain), systems and materiel (e.g., equipment), organization (e.g.,
units), doctrine and process (e.g., tasks), and their interactions. In the
past, this information has been collected and, in some cases, produced by
the simulation developer. Often the information that was collected or
produced was not traceable to an authoritative source within the defense
community, thus bypassing the Validation, Verification and Accreditation
(W&A) process, Additionally, the information that was used to produce
the simulation models in the past was not readily accessible to future
simulation developers. Therefore, when a new simulation was constructed,
there was little source information reuse from existing simulations. To
resolve these issues, the US Army Simulation and Instrumentation Command (STRICOM)
and the National Simulation Center (NSC) proposed the research and
development of the Functional Description of the Battlespace (FDB) system.
The FDB is a simulation-independent distributed repository system designed
for the collection, production and organization of validated sets of
traceable data that can be accessed via the Internet by remote sites to support the development of future simulation systems. The FDB program is the
Army’s contribution to the Defense Modeling and Simulation Office (DMSO)
Conceptual Model of the Mission Space (CMMS) and serves as the interim CMMS
data repository. This paper will discuss current and future FDB
capabilities.
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Michael
d. Myjak
The Virtual Workshop, Titusville Fl
Russell
L. Carter
Conceptual Systems And Software, Chino Valley Az
Douglas
D. Wood And Mikel D. Petty
Institute For Simulation And Training, Orlando Fl
The
High Level Architecture (HLA) supports the interoperation of sets of
simulations within the context of a Federation Object Model (FOM), using the
HLA Interface Specification services as provided by the Run-Time
Infrastructure (RTI). Such simulations are federates and the set of
federates is a federation. A run of a federation is a federation execution. Although the “normal” mode of operation is for a federate to operate in
a single federation execution at any given point in time, the definition of
HLA leaves open the possibility that a federate may be a member of multiple
concurrently executing federation executions.
In
other words, two (or more) concurrent federation executions, of the same or
different federations, could have one or more federates in common.
Presumably the common federate(s) would exchange information between
executions or otherwise use the events of one execution to influence
another. There are several distinct types of multi-federation executions. At
the most basic level of classification, they can be broadly typed as either bridged
or hierarchical. Bridged federation executions have one or more federates, called bridge federates,
which are members of two (or more) federation executions.
Recent
literature has been primarily directed toward the common, or bridge
federates which exchange (or transform) information between federation
executions. In a hierarchical federation execution, one or more federates in
the higher-level federation are composed of and implemented as lower-level
federations, but appear as federates at the higher level. In this paper we
develop a taxonomy of multiple federation executions, including examples.
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Patricia
Devine
Glenn Gross
Lockheed Martin Federal Systems – Manassas
Distributed
simulation research using the High Level Architecture (HLA), the Runtime
Infrastructure (RTI) and an acoustics simulation object model was performed
by Lockheed Martin Federal Systems in Manassas, VA. This research connected
two high fidelity acoustics trainers using our defined HLA object models and
the DMSO provided RTI. The scenarios selected included the following entity
types: US fast attack submarines, opposing force (OPFOR) submarines, surface
ships and aircraft. As additional entities were added to the scenario,
timing, CPU and network bandwidth measurements were made. This paper
describes the lessons learned from using the HLA for real-time high fidelity
human-in-the-loop simulations. Specific problem areas are detailed and
corrective actions are suggested when developing/building HLA simulations.
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Roger
L. West
Timothy M. Aquilino
John F. Lyons
Johns Hopkins University
Applied Physics Laboratory
Theater
Missile Defense (TMD), the ability to protect against ballistic missile
attack, is a front-page topic. One of the key issues in evaluating TMD is to
measure and balance the four pillars that comprise TMD: attack operations;
active defense; passive defense; and command, control, communications, and
intelligence (C3I). Attack operations encompasses destroying TBM assets and
infrastructure on the ground; active defense involves destroying missiles
after launch but before impact; passive defense entails protection of the
defended asset if the threat missile does impact; and C3I provides attack
warning, cueing, situational awareness and provides the framework for
interoperability among the TMD systems.
This
paper provides results from an Internal Research and Development (IR&D)
effort that constructed a confederation of interacting models that treat all
four pillars over the duration of a campaign. Each pillar was hosted on a
separate PC, and the four models were federated utilizing the High Level
Architecture (HLA) specification with an existing Runtime Infrastructure (RTI).
The objective was to demonstrate the capability of running these models
faster than real time, and to discover the limitations of how many threats
can be treated over what duration of campaign while still maintaining a faster-than-real-time capability. This paper describes the TMD family of
systems (e.g., Phased Array Tracking to Intercept Of Target (PATRIOT),
Theater High Altitude Area Defense (THAAD), Navy Area Defense (NAD),
communications), the network (computers, links), and the models with
simplified equations, and presents results of the effort.
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Rodney
Rogers
Gary Green
Michelle Sartor
Institute
for Simulation and Training
Pamela Woodard
STRICOM, AMSTI-ET
The
Low Cost Visualization (LCV) Project team at the Institute for Simulation
has developed a prototype Modeling and Simulation (M&S) Benchmark Suite
for testing 3D image rendering and realtime simulation capabilities of Low
Cost Visualization Systems, i.e. PC-based computer systems capable of
rendering 3D images and costing several thousand dollars. Previously
reported research led to a focus on four OpenGL-based public domain
benchmarks running under Windows NT. From these four, we selected scenario
tests most resembling real-time simulation applications in scene complexity
(terrain, culture, moving models and viewpoint, level of detail control,
special effects, &c) and graphics rendering parameters (smooth shading,
antialiasing, texture mapping, double buffering, transparency, hidden
surface removal, &c). In addition, we included primitive tests designed
to measure the maximum performance capabilities of an LCV system. Finally,
we selected tests to evaluate the rendering quality of LCV systems, which
turns out to be a matter of fundamental importance. We describe the M&S
Benchmark Suite and analyze data produced by running it on nine different
LCV systems. While the primary goal in testing was to verify the consistency
and usefulness of the suite, our results reveal insights into performance
capabilities of LCV Systems and software that runs on them. We also show how
we revised the prototype M&S Benchmark Suite as a result of what we
learned, and indicate future research directions in the LCV Project.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
from I/ITSEC'S Website
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|
James
Parsons
Don Lampton
Kimberly Parsons
Bruce W. Knerr
David Russell
Glenn Martin
Jason Daly
Bryan Kline
Matthew Weaver
Institute for Simulation & Training
University of Central Florida
US Army Research Institute
The
Fully Immersive Team Training Testbed was developed to study the methods for
using Virtual Environment (VE) technology for training dismounted infantry
teams. The testbed allows multiple trainees networked together on different computers to be immersed simultaneously and produces a compelling sense of
presence; a powerful feeling of being immersed in the VE. A wide variety of
parameters can be configured for inclusion in a training scenario including
tools, weapons, dynamic environmental objects, and number and skill level of
opposition forces. In addition to providing a simulation arena for
multiplayer interaction, the testbed captures all aspects of a mission,
including radio communication, visuals with unrestrained placement of
camera, and environmental audio and are made available for use in after
action critiques. This paper describes the implementation methods used for
creating the complex simulation testbed. The environment is scalable and
supports the networking of trainees located in different cities. Specifics
on custom hardware development, software structure, body sensor deployment,
locomotion method and networking solutions are provided. In addition, the
implementation of a training scenario is described, and results are
presented.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
from I/ITSEC'S Website
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A
NEW TECHNIQUE FOR DESIGN AND MODELING
MILES WITH INCREASED WEAPON SIMULATOR FIDELITY
J.
L. Arnold, J. C. Solinsky
JLA Associates, Irvine, CA
A
New Technique for Design and Modeling MILES with Increased Weapon Simulator
Fidelity' presents a model which enhances the precision of the Multiple
Integrated Laser Engagement System (MILES).
MILES
is used in force-on-force training, and the realism of the kill zone of each
weapon directly effects the training credibility of the system. The training
experience lives or dies on the acceptance of the trainee that his tactical
effect is a mirror of what would happen on a real battlefield. The CAD-like
program presented here allows precision design of the laser kill zones. A
graphical user interface (GUI) for the system designer is illustrated.
Dynamic atmospherics are shown to be critical and are quantitatively
assessed. Algorithms are described for laser beam calculations, target
detector geometry options, and the modeling of dynamic atmospheric effects.
Kill zone plots are presented. Use of the software to explore design options
for area effect weapons is described, as is use of the software to examine
the effects of recoil during laser code transmission.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
from I/ITSEC'S Website
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M&S
TOOLS FOR THE JTF COMMAND AND STAFF:
ENHANCING MISSION ANALYSIS AND TRAINING
Warren
H. Switzer
AB Technologies, Inc.
Alexandria, VA 22311-1705
As
the executors of missions, Joint Task Force (JTF) commanders and staffs face
a widening spectrum of specified and implied tasks. These tasks often
pertain to missions less focused on traditional military roles of conflict
resolution, and more on stability promotion, humanitarian assistance, and
peacekeeping operations. Yet, due to the uncertain nature of the
environments in which military forces may be deployed, JTF commanders, with
limited warning, must be prepared to execute the complete range of military
requirements swiftly and effectively. This places a heavy burden on
contingency planning and the integration of forces and elements into teams
that may have limited time to rehearse missions. This paper describes how
modeling and simulations can support JTF commanders and staffs. The paper
posits a process by which modeling and simulation tools can be used to
accomplish the key functions of mission analysis and current status
assessment, and the availability and suitability of current models and
simulations to address those functions. In addition, this paper identifies
potential collateral benefits incident to using the process and assorted
modeling and simulation tools that support the JTF commander and his staff.
In short, this paper focuses on what modeling and simulation can do to:
analyze the JTF missions, reveal training requirements, accomplish training
objectives, and assist in the contingency planning process.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
from I/ITSEC'S Website
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COST-EFFECTIVE
SIMULATION of ENEMY FORCES
THROUGH 'EFFECTS-BASED' WARGAMING
Patrick
Beautement MSc, PGCE
Defence Evaluation Research Agency, Malvern, United Kingdom, 1998.
1.
One of the biggest costs in setting up and running exercises is the
provision of staff to run the 'White / Red Forces' response cells. This
paper will look at a novel, but already proven, approach called
'Effects-based' Wargaming. When exercises (such as BLUE FLAG or UNION FLASH)
are set up, the first task is to identify the 'training audience'. Once this
has been done, the size of the white and red response cells and the amount
of computer support required can be estimated. The assumption made is that
for the exercise to be valid the white and red response cells and the
computer simulation must simulate everything which leads to large expensive
response cells and to simulations which can be cumbersome and inflexible to
operate.
2.
The paper questions this assumption and maintains that for many exercises an
'Effects-based' wargame would be more than adequate. 'Effects-based'
wargaming starts by understanding and documenting the Warfighter Process
(examples given in the paper). This indicates what thinking, knowledge
acquisition and decision-making processes are required to be stimulated
(especially those inside the heads of the warfighters) so that the exercise
is successful. Once this has been decided upon, all that is then required is
to provide an environment around the training audience which causes the
required thinking to take place.
3.
This environment is created by using STIMULATION systems which simulate the
effects of the external entities with which the warfighter would interact.
The stimulation systems can be much simpler and cheaper than 'normal'
wargames as they only have to simulate enough of the real world to provide
the warfighter with the effects and inputs / outputs which they would
expect. This stimulation environment makes heavy use of real world message
formats to simplify the C4I to simulation interface.
4.
A key feature of Effects-Based Wargaming is the White Team Suite which
provides a specialist White / Red Team interface to control the generation
of the effects required in a non-deterministic way.
Overall,
the paper will explain what 'Effects-based' Wargaming is and how to use it
effectively. Examples of exercises using this approach will be detailed.
Please note that the views expressed in this article are those of the Author
and do not necessarily reflect MOD Policy.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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DEVELOPMENT
OF A MODULAR, IMMERSIVE/SEMI-IMMERSIVE
SYSTEM FOR SIMULATION OF SHIP-TO-SHORE CAUSEWAY LIGHTERAGE
Gregory
J. Opas (Nichols Research Corp., Advanced Marine Enterprises Business Unit)
Frank A. Leban (Carderock Division – Naval Surface Warfare Center Code
293)
This
paper describes the design, development, and preliminary operational
evaluation of the Advanced Lighterage Simulator, a dual use system developed
by Advanced Marine Enterprises under contract to Carderock Division Naval
Surface Warfare Center. The primary use of the Advanced Lighter Simulator (ALS)
is engineering evaluation of new or modified lighters and their associated
systems, with the secondary purpose of training of lighter pilots and
coxswains in a realistic sea state environment. The present effort was to
develop a prototype system from which to generate a performance
specification for procurement of a follow-on system with the features
necessary to train lighter pilots and coxswains in the full operational
envelope of the existing and developmental lighter systems. To meet the
project objectives and provide a clear avenue for enhancements as technology
progresses, the simulator has been implemented with a modular, flexible
open-system design, based on commercial-off-the-shelf technology. Advanced
Marine Enterprises’ Virtual Ship7 software system provides the baseline
hydrodynamics, visual scene generation, and simulation control capabilities.
For the Advanced Lighter Simulation project, a number of enhancements to the
hydrodynamics modeling and the visual scene representation have been added.
A significant feature of the system is visual scene generation and
presentation through two head mounted displays (HMDs), one of which is fully
immersive, the other which is semi-immersive. The trainee in the semi-immersive
HMD interacts simultaneously with both the visual scene presented in the
virtual environment, and with physical controls located in a simulated
coxswain’s cab. Meanwhile, the pilot trainee in the fully immersive HMD
interacts with the visual scene presented in the virtual environment, and in
turn appears in the visual scene presented to the coxswain trainee. This
effect is brought about by the use of an avatar driven by two additional
channels of motion tracking to provide cues regarding hand/arm signals made
by the fully immersed trainee to the semi-immersed trainee in the
coxswain’s cab.
Other
salient features of the system include: a 6-DOF electric motion base which
can be implemented at either student station, the use of a joystick for
controlling the position of the immersed student’s eyepoint/avatar
location, and the use of reconfigurable touch sensitive screens as part of
the physical console control.
The
paper chronicles the key decisions made in the design and development of the
prototype system with feedback from the prospective end-users on the utility
of certain system features for this application.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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A
PERSONAL COMPUTER-BASED MULTIMEDIA
SUBMARINE SHIP CONTROL SIMULATOR
Paul
E. Biegel
Susan P. Brown
Tom C. Mason
Dente D. Poland
The Johns Hopkins University Applied Physics Laboratory
In
addressing the need to improve the cost effectiveness of training, the Navy
is implementing personal computer- (PC) based, interactive multimedia
courses such as the Submarine Ship Control Training Program. Developed at
the Johns Hopkins University Applied Physics Laboratory (APL), this program
is a multimedia and simulation-based training tool that teaches the
principles of submarine ship handling for various classes of US submarines.
Being PC-based, the program provides the capability for students to conduct
independent and self-paced training on laptop Pcs while aboard ship and
underway on long-duration deployments. One feature of the program provides
multimedia lessons that educate in the theory, techniques, and procedures
related to driving a submarine while submerged. The program’s most
significant feature, however, is a high fidelity, six-degree-of-freedom,
interactive, real-time ship control simulation (built by APL originally for
analysis applications) in which students can practice driving a
“virtual” submarine while responding to problem scenarios. This training
tool has been in the fleet since early 1997 and has been well received by
submarine crews. This article discusses the evolution of the Ship Control
Training Program, from its origin as an analytical simulation to its
development as a multimedia PC-based training tool.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
from I/ITSEC'S Website
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TRAINING
ROV PILOTS WITH A
VE-BASED INTELLIGENT TUTORING
SYSTEM
Barbara
Fletcher
Imetrix, Inc.
Bruce
Roberts
BBN Technologies
Remotely
operated vehicles (ROVs) are widely used in military and commercial
applications such as mine countermeasures, search and salvage, offshore oil
and gas production, and structural inspection. Due to the expense and
logistics involved with operating actual vehicles, training and practice is
often difficult to obtain in other than an “on the job” fashion. The
Training for Remote Sensing and Manipulation (TRANSoM) program, sponsored by
the Office of Naval Research, has developed and demonstrated a virtual
environment (VE) based system for training ROV piloting skills. This system
is a unique combination of an Intelligent Tutoring System (ITS) within a VE
simulation which offers individualized instruction in a self-paced,
guided-practice learning environment. It has been prototyped and tested
extensively over the past three years. Verification and validation tests
have demonstrated the fidelity of the simulation when compared to an actual
ROV system. Transfer tests have demonstrated the system’s training
effectiveness, indicating that practice with the simulation based system
yields comparable piloting performance to practice with the actual ROV.
Skills learned under simulation were also transferable to other related
tasks. System enhancements currently in process include development of a
curriculum to teach situation awareness, development of mission planning and
rehearsal tools, and porting to a PC-based platform.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
from I/ITSEC'S Website
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INTEGRATING
LEGACY TRAINING ASSETS INTO
DISTRIBUTED MISSION TRAINING (DMT)
"A
DMT Gateway Approach"
Ball Aerospace & Technologies Corp.
The
Distributed Mission Training (DMT) program generates several challenging
technical issues with respect to the integration of legacy training assets.
There is a strong requirement to develop effective, cost-effective methods
for integrating existing training simulators; the DMT program simply can not
afford to fund the development of all new trainers. The approach to
integrating legacy assets must:
(1)
Minimize changes to existing hardware and software;
(2)
Minimize trainer downtime, so training can take place "as usual"
during the transition to DMT; and
(3)
Be scaleable to support future large-scale
DMT
training events. In this paper, we discuss a method based on our Legacy
Interface Network Kernel (LINK) Agent and Object Broker (OB) technology. The
LINK Agent uses dynamic interface layers to minimize intrusion to the legacy
software and hardware. We also present the DMT interface, processing, and
network requirements that will likely be levied on trainer systems; and show
one possible solution to meet the requirements.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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DESIGNING
EXPERIMENT SIMULATORS FOR
DISTRIBUTED INTERACTIVE SIMULATIONS
J.
Allen Taylor
Training Systems Group/Teledyne Brown Engineering
The
training of National Aeronautics and Space Administration (NASA) astronauts
and science teams for on-orbit experiment operations is a process that
involves discrete steps which build on each other and culminate with Joint
Integrated Simulations (JISs). The JIS is a distributed interactive
simulation that simultaneously tasks the astronaut crew, mission support
ground teams, and experiment support science teams with on-orbit scenarios.
These teams are spread out over six different locations at the Johnson Space
Center in Houston, Texas, and the Marshall Space Flight Center in
Huntsville, Alabama. In addition, there are four simulation training teams
located in two different facilities at each of the NASA centers. In
preparation for these JISs, simulators are designed to represent each of the
experiments in the payload of the specific shuttle mission. These simulators
are designed to operate within the mission operations training environment
for payload crew and mission operations training. The payload training
complement is also designed to work within the flight training system for
the overall JIS environment.
This
paper addresses the real-time data flow required during these simulations to
provide each of the trainees with a flight-like environment while: keeping
the simulation on schedule, monitoring the activities of the trainees,
managing the simulation process, and still maintaining a flight-like
environment that is transparent to all of the trainees. A brief overview of
the individual simulator purposes and usage prior to the JIS environment
will be given to show the preparation and buildup process leading into the
JIS environment. The paper will also discuss the combination of real-world
flight and simulator system mix that must be combined to implement a
successful simulation.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
from I/ITSEC'S Website
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PLANNING
AND CONDUCTING SUCCESSFUL
JOINT INTEGRATED SIMULATIONS FOR SPACELAB MISSIONS
Liz
Stagg
Teledyne Training Services
Teledyne Brown Engineering
Providing
a high-fidelity, interactive simulation to train the astronaut flight crew,
mission operations personnel, and hundreds of scientists located around the
world requires a well-defined plan, a clearly documented process, relentless
preparation, and a collaborative team approach. The Joint Integrated
Simulation (JIS) is the culmination of a series of Spacelab mission
simulations, each building upon the last in complexity and fidelity. As the
dress rehearsal for a mission, it is critical that JISs maintain a
flight-like environment while training teams, which are located in different
facilities at multiple sites and which represent two NASA centers with
different training objectives, introduce unexpected flight scenarios and
malfunctions to simulation participants.
After
describing the JIS environment, this paper will explore the purpose,
structure, and development of planning tools that ensure seamless JIS
execution: the JIS Simulation Working Group, Joint Operations Handbook, the
integrated JIS simulation script, the pre-JIS briefing, and the Facility
Interface Checkout.
Techniques
for tailoring these elements to the unique characteristics of the mission
and the objectives of the simulation will be addressed. Developing these
tools results in a well-defined JIS plan as well as a collaborative team
environment, in which each member is confident that communication strategies
are clear, facilities are ready, and training objectives can be met.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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JSIMS: WORDS TO ACTIONS
Michael
Papay, Ph.D.
Jack Borah
TRW Inc., JSIMS I&D AEgis Research Corp., JSIMS I&D
The development of Life Cycle Applications tools for the Joint
Simulation System (JSIMS) is a complex task that requires an understanding
of user requirements, systems engineering, object oriented analysis, and
training methodologies. This paper describes the process of transforming a
large array of user requirements from a multitude of independent sources
into a high level system design. This process was characterized by frequent
interactions with the users, appropriate application of business process
reengineering, and iterative system requirements analysis and functional
analysis. Popular object oriented techniques were synthesized into the JSIMS
Object-Oriented Process (JOOP) to improve the communication of the
requirements set to the simulation developers within the JSIMS Enterprise
community. Two very important aspects of the Requirements-to-Software
process were a detailed study of the user requirements so that the
developers could obtain the proper perspective on Joint and Service Specific
training goals, and providing feedback to the partner development programs
and ultimately the JSIMS users. This feedback was provided throughout the
development process by means of collaborative events such as requirements
walk-throughs, high level design peer reviews and web-based electronic or
hard copy distribution of analysis documentation such as JOOP context
diagrams, use cases, and draft Graphical User Interface screens.
Collaborative design tools designed to maximize efficiency were employed to
maintain traceability to the user requirements from the beginning of the
systems engineering process through software development and test.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
from I/ITSEC'S Website
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CROSS-CONTRACTOR,
CROSS DISCIPLINE SOFTWARE
INTEGRATION AND PRODUCT DEVELOPMENT
Camille
Brinkman
Science Applications International Corporation
The
Joint Simulation Systems (JSIMS) technical vision is a single, distributed,
seamlessly integrated simulation environment. JSIMS is a simulation system
that supports the twenty-first century warfighter’s preparation for
real-world contingencies. The joint environment comprises seven product
teams known as Development Agents (DAs): USMC, Maritime, National Air &
Space (Warfare) Model (NASM), Warfighter’s Simulation (WARSIM), National
Simulation (NATSIM), WARSIM Intelligence Module (WIM) and JSIMS Integration
& Development (I&D) team. Since JSIMS encompasses several military
organizations, this paper is constrained to discussing the Proof of Concept
software build, Build 0, for the Mission Space Objects (MSO), an
application’s piece of the JSIMS architecture. MSO comprises the seven
product teams. The focus of this paper is on the development process,
products, communication techniques and lessons learned that were useful for
succeeding in a diverse development environment.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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SIMULATION COMPOSABILITY FOR JSIMS
Brett
Butler
Science Applications International Corporation
The
paper examines the technology of composability in simulation systems.
Composability refers to the ability of a simulation to be flexibly
configured to adapt to a range of missions, scenarios, simulation models,
hardware environments, and security configurations. Composability confers
maximum flexibility to the usage of the simulation. Simulation composability
is a requirement of the Joint Simulation System (JSIMS). JSIMS is currently
being developed by the US Department of Defense and is intended to deliver
commander and command staff training. The paper examines simulation
composability from the JSIMS perspective and explores the overall technical
approach and the related issues.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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NEXT-GENERATION
INDIVIDUAL COMBATANT INSTRUMENTATION
FOR TRAINING IN URBAN ENVIRONMENTS
Joe
R. Deres, J. Mark Major
Southwest Research Institute
San Antonio, Texas
W.
Cory Youmans
U.S. Army STRICOM
Modern
military doctrine places a strong emphasis on urban warfare, commonly
referred to as Military Operations on Urbanized Terrain (MOUT). Trainee
instrumentation, called Player Detection Devices (PDDs), has a key role in
generating data for real-time situational awareness of engagement scenarios
and After-Action Reviews (AAR) of MOUT live simulation exercises. To support
MOUT training, substantial new facilities and equipment are being procured
by the U.S. Army, such as the MOUT training compound at the Joint Readiness
Training Center (JRTC) at Fort Polk, LA. The dismounted soldier
instrumentation currently available in the Army's inventory is a result of a
number of “stovepipe” developments to support other range
instrumentation efforts and is not well suited to the individual soldier
involved in MOUT training. A number of technical issues limit the utility of
existing instrumentation, the most notable being performance, accuracy,
size, weight, and battery life. For example, the Army spends approximately
$24 million per year in battery costs alone to support this existing
instrumentation.In December 1997, U.S. Army STRICOM initiated a study to
evaluate the technical issues of a next-generation instrumentation and
communication system for MOUT training at the JRTC and other locations. The
major objectives of the study were to study existing range instrumentation
systems, to propose the requirements for a new communications architecture
for the range data and monitoring system, and to recommend performance
requirements that would fulfill the position-location system requirements
for the JRTC MOUT Instrumentation System. Study results are anticipated to
impact the technical requirements of near-term acquisition plans. This paper
will present analysis data resulting from the study, along with major
findings and recommendations.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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FUTURE TRAINING
WORKLOADS IN LIVE SIMULATIONS
Larry
L. Meliza
U.S. Army Research Institute Simulator Systems Research Unit
Bill
R. Brown
Ira J. Begley II
Louis Anderson
Advancia Corporation (formerly LB&M Associates)
At
the request of the US Army Training and Command (TRADOC) Combat Training
Support Directorate (CTSD), we examined the impacts of force modernization
(new weapons, new sensor systems, and digitization of the battlespace) on
the work trainers and analysts must do to support force-on-force exercises
in live simulations. In 1997, we described tasks currently performed by
trainers and analysts to support the simulation of system effects and
provide post-exercise feedback to units at the Army’s maneuver combat
training centers. We estimated the effects of over 140 systems to be fielded
over the next ten years on trainer workloads. In 1998 we interviewed
personnel from the Army’s National Training Center with hands-on
experience supporting exercises involving a subset of the new systems during
the Force XXI Advanced Warfighting Experiment (AWE). In the absence of
interventions, force modernization will substantially increase the work
required to support the simulation of weapon systems and provide formal
post-exercise feedback. In addition, the same digitization capabilities that
give units' information dominance over the enemy also have the side effect
of making it more difficult for trainers to monitor exercises and track the
flow of information within units.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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DEPLOYABLE
AIR COMBAT TRAINING IN A LIVE
ENTITY SIMULATION ENVIRONMENT
by
Ted Clowes
Cubic Defense Systems, Inc.
Keeping
front line forces current and at the highest level of readiness requires
that their training systems be designed to deploy with them when they go to
a temporary duty station. This paper provides insight into the design and
use of such a system for training USAF pilots in air combat. Both a
developmental/demonstration system and a production system currently
operating out of Kadena AB, Okinawa are covered. The system was designed
using DIS architecture concepts with the proposed Live Entity protocols that
went into ballot during the summer of 1997. The production system went
operational during August of 1997 and has ended up being used in ways not
entirely anticipated during the design. It has also been deployed to other
locations with the squadrons of the 18th Air Wing. Discussions of the basic
design are followed by information on the simulation issues related to air
to air training with live players. Practical constraints of dealing with
live entities in a mobile environment are addressed, followed by the results
of operation and test activities to date. The conclusion addresses some of
the unexpected problems of deployable training systems, as well as some of
the benefits.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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INTEGRATED
CBT SMART GRAPHICS:
COST-SAVING
GRAPHIC
GENERATORS AND SIMULATIONS
Mark
C. Schuetz
Thomas M. King
F22 Training Analysis & Integration
Boeing Information, Space and Defense Systems
Better,
faster, cheaper, pick any two, or so the expression goes. Boeing decided
instead to do all three with new graphic development tools used for 777
computer based training. These tools, referred to at Boeing as “smart
graphics”, have evolved from simple panel graphics generators to more
sophisticated simulations. For the Boeing 777, students would learn from
over 100 hours of computer based training, along with classes and
simulators. To assemble all this courseware on time and within budget new
production techniques would be needed. Among the techniques used, were smart
graphics which helped
maintain consistency and configuration control yet reduced cycle time and
cost.
Smart
graphics were critical to the success of 777 training, and have become an
integral part of subsequent Boeing training development programs. With each
new development cycle, smart graphics improved and evolved. This paper
discusses the benefits attained through smart graphics and looks at the
evolution of the smart graphic including future enhancements.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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BETTER,
FASTER TRAINING MATERIALS
THROUGH REUSE OF
CAD DATA
Margaret
Kelliher
GE Corporate Research & Development
Schenectady NY
At
GE Aircraft Engines, as in many companies, maintenance training is a very
important part of what we do. However, it is not always considered a
high-tech part of the business.
These
techniques can be used to supplement the traditional techniques in order to
more accurately
explain and illustrate the tasks to be performed. Unfortunately, these
techniques can also be expensive and time consuming.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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THE
USE OF SYNTHETIC IMAGERY IN
WARGAME SIMULATION ENVIRONMENTS
Timothy
J. Moore
Susan A. Mathisen
Charles M. Koplik
TASC, a Division of Litton
The
tasking, collection, exploitation, and dissemination of reconnaissance
imagery are increasingly crucial components in successful battlefield
operations. As a result, there is an increasing requirement to train the
warfighter in the use of reconnaissance imagery. This paper provides an
overview of the Synthetic Imagery Generation System (SIGS) and describes the
current operational concepts for integrating simulated reconnaissance
imagery into joint forces exercise scenarios. As the modeling and simulation
infrastructure continues to mature with the development of JSIMS and the
associated federations (NASM,
WARSIM, WIM, JSIMS MARITIME, etc.), there are new applications for the use
of synthetic overhead imagery. A potential architecture is discussed in
which SIGS is a client of the JSIMS Object Server network. As part of the
network, SIGS would receive continuous real-time updates of order-of-battle
(OB) status for the exercise as well as updates to sensor locations, and
image collection nominations. The resulting SIGS images could then be
automatically disseminated over the JSIMS Object Services network. The
potential benefits realized by the exercise players as a result of the
integration of SIGS into the JSIMS architecture are discussed.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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EFFECTS
OF HEAD -SLAVED AND PERIPHERAL
IMAGES ON DISPLAY EFFICIENCY
Dr.
B. Kappé
Dr. J.E. Korteling
TNO-Human Factors Research Institute
The
images presented in low-cost vehicle simulators often hamper accurate
vehicle control and optimal spatial orientation because of their limited
field of view and poor resolution. To improve operator performance, the
virtual viewing direction can be head-slaved, so that the environment can be
scanned serially by changing the orientation of the head. Also, a display
may be surrounded by a less detailed peripheral image, so that image
complexity matches the properties of the human visual system. The effect of
these techniques on steering performance and spatial orientation was
evaluated in three driving simulator
experiments. In Experiment 1, head-slaved images were presented on a
standard display or a Head-Slaved Display (HSD). A wide display was used as
a reference. Results show superior steering performance with the HSD, but
not upto the level obtained with a wide display. Experiments 2 and 3
evaluated the effect of surrounding a HSD with a less detailed peripheral
image, and of moving the HSD discretely or continuously. With the peripheral
image, lane-keeping performance (Experiment 2) and spatial orientation
(Experiment 3) were just as good as they were with a wide three-channel
display. Performance with the discretely moving HSD was superior to the
performance with the continuously moving display. The results show that
low-cost simulators can be equipped with a low-cost display that is just as
effective as a normal wide display at a uniform level of detail.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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ASSESSING
DRIVING SIMULATOR TECHNOLOGY BASED
ON TRAINING REQUIREMENTS ANALYSIS
Urban
A. Thoeni
Oerlikon Contraves AG
Training Systems and Simulator Department
The
hardware and software design of a simulator must be carefully matched to the
intended training aims in order to achieve maximum training efficiency and
economical use of the training facilities.
In
this paper, the training requirements for land vehicle simulators (car,
truck, tank, tram) are analyzed and categorized. Various categories of the
available simulator component technologies (e.g., motion systems, display
systems, vehicle simulation models, etc.) are defined. The combination of
these didactic and technological dimensions are used to define a matrix of
the possible solutions for training simulations.
When
each of the fields is additionally rated under the economical aspect (cost
of the component relative to total system cost) a three-dimensional profile
of the simulator technology results. Such a profile is valid only for a
period of time if the changes in training needs and technology are taken
into account.
For
each type of system to be simulated and the intended training aims, an upper
feasible cost limit for the simulation system can be defined which is
related to the cost of the original equipment and very much also to the cost
of creating identical training situations in reality. If the simulator
technology profile is compared to this training-specific measure, an
excellent tool results to take the appropriate design decisions, or to
assess the feasibility of a proposed simulator system. This analysis may
serve to indicate the direction the technical progress should take and
development efforts have to be invested in order to allow for more
cost-efficient and training-effective systems. Examples of driving
simulators (tank, truck, tram) in use or proposed in Switzerland are viewed
under these aspects, and key technologies are identified which are expected
to make significant progress in order to make simulators more feasible as an
alternative to purely “on-the-road training. This method of analysis is
also very well applicable to other kinds of training simulators.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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PROCEDURES
FOR EVALUATING FORCE
CUEING IN TACTICAL TRAINING
SIMULATORS
Richard
J. Heintzman
SIMTEC Incorporated
James
D. Basinger
Training System Product Group
Wright Patterson AFB OH
The
pilot in the aircraft constantly experiences various forces on the body that
shape the pilot’s “control behavior”. These forces provide cues,
consciously and unconsciously, about the accelerations of the aircraft
resulting from pilot control input, aircraft operation, and the environment.
In a static simulator, these cues are not present. As the use of training
devices increases for distributed mission training and combat rehearsal, the
contribution of force cueing needs to be established to ensure that the
combat pilot’s behavior and performance in the simulator will be as close
as possible to that in the aircraft. A study conducted for the US Air Force
by SIMTEC, Inc., Manassas VA, concluded that the effectiveness of potential
force cueing devices could be best determined by conducting operational
evaluations in a mission context using experienced instructor pilots. The
Air Force has successfully performed similar operational evaluations of
visual combat simulators, under the “Vis-Eval” program. The study
recognized that force cueing effects are much more subtle and harder to
isolate than visual cues and, therefore, would be more difficult to
evaluate. Because of this difficulty, and the fact that pilots may be
unaware of changes in their control strategy in the simulator, it was
essential that the force cueing evaluation be based largely on objective
measures. This concept was tested and refined at the Flight Control
Simulation Facility of the Air Force Research Laboratory at Wright Patterson
AFB. The evaluation system included an F-15 cockpit, visual simulation, a
dynamic seat, an anti-g suit, and COMBAT EDGE. A trial evaluation using
operational pilots was conducted. This paper will describe the evaluation
procedures and the results of the trial evaluation as well as future force
cueing evaluation concepts.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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SUPPORTING
THE DESIGN OF SIMULATORS
FROM A TRAINING POINT OF VIEW
Daniëlle
M.L. Verstegen
Yvonne F. Barnard
TNO Human Factors Research Institute
Simulators
are frequently used for training, especially in technical and military
environments. Field studies showed that the development of training
simulators is often system oriented, and that the possibilities for the
support of (individual) instruction, practice and feedback are not fully
exploited. The effectiveness of training programs is hard to establish,
because there is little attention for systematic assessment of the trainees’
performance. The MASTER methodology was developed to support the
determination of functional specifications for training simulators and the
design of simulator based training programs. The methodology takes training
needs as the starting point and supports the designer to focus on training
aspects during the iterative design process.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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PERFORMANCE
MEASUREMENT SYSTEM--IT’S TIME HAS COME
Conrad
G. Bills
Lockheed Martin
The
attempts to build performance measurement systems into simulation have been
with high expectation, but have ended with limited outcomes. More often than
not the performance measurement system was envisioned, implemented, and then
set aside. Instructors did not include it among their tasks for simulator
operation and instruction. Some have said the instructor operator station (IOS)
was so complex that the instructor/operator did not have the time to also
work the performance measurement system.
Now with the growth in both computational power and software strength, the
instructor/operator role can be significantly reduced. Integration of
technologies such as voice recognition will simplify operator tasks and give
time for more focused student training. Others have shown that the
instructor does not allow deviations in student aviation training, so the
traditional performance measurement of flight deviations was of little value
to the instructor. Knowledge of instructor support systems has improved and
understanding of performance measurement has matured. Trend analysis tied
with artificial intelligence can become an advisor to the instructor,
including the memory of learner profiles and the store of appropriate
instructional strategy options. Close monitoring of student performance will
give a capability for the right feedback to reinforce good choices and
correct responses. The performance measurement system will not only improve
training effectiveness, it will also improve training efficiency, helping
reduce the overall life cycle cost. Thus the performance measurement system
makes a weapon system more affordable. The time has come for the realization
of the long held vision that performance measurement systems become an
integral part of the total training system. This paper presents the
historical background that has given us the lessons learned from past
efforts in performance measurement. An approach is presented for development
of a performance measurement system within the context of a total training
system. This performance measurement system becomes a career companion for a
full life-cycle of performance improvement.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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AUTOMATED PERFORMANCE
ASSESSMENT TOOLS
Joh
n Leddo, Ph.D.
Research Development Corporation
Zhixiong
Zhang
Research Development Corporation
Robert
Pokorny, Ph.D.
U.S. Air Force Research Laboratory
Measuring
performance, whether to assess the results of training or select personnel
for promotion, has never been more important. Organizations have generally
been successful
at defining criteria for satisfactory performance. Developing ways of
measuring performance that are valid, reliable and economical to administer
have been more problematic. Human evaluators are often costly and have low
inter / intra-rater reliability. While automated assessment tools may be
cost-effective and consistent across ratings, they tend to be limited in
their understanding of the domain they are assessing. Hence, the quality of
their assessments has been questioned. Research Development Corporation has
developed PC-based automated performance assessment technology. The testbed
is in-patient care provided by medical technicians. The technician being
assessed performs required tasks in a simulated environment and is assessed
according to criteria established in the Air Force Career Field Education
and Training Plan (CFETP). The system uses both the technician’s behaviors
during the simulation and responses to questions presented by the tool to
assess performance. The tool outputs a score that is based on the CFETP
scoring system and an explanation of the score to support training. The
technology seeks to overcome limitations of other scoring systems by
incorporating an expert model of the task being performed. The system
represents the knowledge using RDC’s integrated knowledge structure (INKS)
framework that contains knowledge of causal principles, goal and planning
knowledge, procedures and factual knowledge (which correspond to the
knowledge types outlined in the CFETP). The tool runs the technician’s
behaviors through its expert model to determine whether the technician’s
solution meets the task requirements. It follows up with questions based on
the INKS knowledge types to insure that the technician not only can perform
the task, but has the deeper understanding of its underlying concepts and
principles.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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COMBAT MODELING IN THE
CZECH ARMED FORCES
Robert
Hulák
Milan Jirsa
Jií Pivovar
Military Academy in Brno
Department of Command Automated Systems and Informatics,
In
November 1997 the Czech Republic Ministry of Defense has decided to
establish a centre for modeling and simulation at the Brno Military Academy
which has both the scientific and technical potential available for ensuring
its activities. The centre should provide the running of simulators from
technical point of view, develop and create combat simulating models and
ensure its own operation for the needs of commanders, staff and crews of
combat systems training. Based on the Command and Staff Faculty’s
requirement, it has been decided to develop a two-sided simulating combat
model of ground forces at brigade/batalion level. The model shall serve for
both commander and staff training in conducting combat activities on the
Czech Republic territory and the training of post-graduate students during
the teaching process. The model HW project consists of a server, computer of
the excercise leader, six workstations for two groups of staffs, I/O
equipment, recording device and a large scale display device for repeated
presentations of the excercise course. The SW is the modular structure
consisting of modules for combat situation solution, environment conditions
creation, distribution of the combat results and databases of maps, forces
and tactical symbols. The combat modules comprise: direct combat,
reconnaissance, C3I, air force activities, engineering support,
movements and logistic support. The terrain modules involve terrain, weather
and day time. The combat solution may be solved in real time or in
accelerated mode. The outputs are projected in graphic and written forms. It
represents display of combat situation on the workstation monitors or
situation plotting on maps, and the printing of combat result tables. The
process of simulation can be interrupted by the excercise leader
intervention. The entries of commanders and staffs into the model during the
simulation are performed through the C3I module. The time step of simulation
is adjustable.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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CENTAURE:
THE FRENCH ARMY COMBAT TRAINING CENTER (CTC)
Claude
CRASSOUS de MEDEUIL
Olivier GAUTHRON
THOMSON TRAINING & SIMULATION
The
decision by the French Army to set up their own combat training center dates
back to year 1993. At that time, visits to the Fort Irwing CTC, and training
sessions of French units at the Hohenfels CMTC showed the possibility to
provide realistic combined arms 1 training to company 2 commanders.
In
1994, the French Délégation Générale pour l’Armement (DGA) started a
series of experiments
called SYSTREC 1 then 2. These experiments consisted in instrumenting a
dozen tanks to locate them, collect data from the DFWES's (Direct Firing
Weapon Effects Simulators) and send these data out to a central system.
Based on that core, an organization called the CENTEX has been set up at
Mailly (an Army site 200 km east of Paris) and has been organizing
experimental training sessions. Following the success of these training
sessions, the project for a Combat Training Center (CTC) took shape together
with CENTAURE, its information processing, communication and instrumentation
system. After a qualification phase, two consortia individually led by
THOMSON-CSF and MATRA were notified in March 1996 to concurrently develop a
definition survey accompanied with technological demonstrators.
In
the same time the French Army was increasing the capacities of the CENTEX,
which became the CENTAC. In October 1997 a new version called CENTAURE G1
allowed to train a tank company on the basis of one training session per
month, then two per month in 1998 (see ref. [1]). In December 1997, the DGA
chose the proposal of the THOMSON-CSF led consortium for the development of
CENTAURE G2, whose initial version will start servicing in late 2001. This
paper presents the CENTAURE G2 system, through its operational requirements,
imposed constraints, its architecture and the component selections made.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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THE
CANADIAN NAVY’S SOLUTION TO
SIMULATION-BASED COMMAND TEAM TRAINING
Lieutenant-Commander
Steven Yankowich
Canadian Navy
Over
the past decade, the Canadian Navy has undergone a comprehensive equipment
modernization program. While the introduction into the fleet of complex and
expensive equipment systems enables the potential for substantial
enhancement of operational capability, full realization of this potential is
contingent upon the availability of system specific, high quality
simulation-based command team training.
Traditional
reliance on academic instruction reinforced with prolonged “at sea”
experience is a costly and increasingly inefficient means for satisfying
this training requirement. System complexity and capability, coupled with
reduced operational budgets and fewer available sea days, have necessitated
implementation of more efficient and cost-effective command team training
processes. In recognition of this deficiency, the Canadian Navy has
identified a requirement for a high fidelity simulation-based trainer
enabling joint multiple
ship command team training in a realistically simulated multi-threat,
multi-platform, time stressed environment.
Canada’s
HALIFAX Class Frigates employ a fully integrated architecture in which all
ship-borne sensor, weapon and communication systems are interfaced to the
central Communication, Command and Control (C 3 ) system. Adequate command
team training must be conducted with a training system which accurately
replicates all the functions and information processes of the real C 3
system. Moreover, the training system must enable the creation, control and
monitoring of dynamic real-time multi-platform exercises. This paper
examines the unique, cost effective simulation-based trainer architecture,
through which the Canadian Navy is combining established in-service training
systems technology with powerful Commercial-Off-the Shelf (COTS) product
driven solutions in order satisfy the HALIFAX Class command team training
requirement.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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THE
DISTRIBUTED JOINT TRAINING PROGRAM
WORLDWIDE TRAINING, REHEARSAL, AND EXERCISE MANAGEMENT
Stephen
B. Moore/Gregory F. Knapp/Gary A. Reese
J7, Joint Training Program, U.S. Atlantic Command
As
expressed in Joint Vision 2010, one of the Chairman's goals is that
"Simulations…. be interconnected
globally… Each CINC must be able to tap into this Global Network and
connect forces worldwide…” This paper provides a vision for a system
that meets the JV 2010 challenge. In 1997 several CINCs and the Joint
Warfighting Center validated the need for “CINC Distributed Training” by
proposing this as an Advanced Concept Technology Demonstration. A
worldwide-distributed joint training program would bring unique capabilities
to USACOM and other CINCs, including the ability to:
?
join forces to train Joint Task Forces in-garrison;
?
rehearse missions;
?
share training data/lessons learned;
?
distribute simulations and exercise control; and
?
provide distance learning and collaboratively schedule/plan exercises.
These
capabilities are not currently available due, in part, to cost and
technological constraints. As envisioned, this system would take a holistic
approach to fulfilling the needs of the Joint Training Program, leveraging
the “best of breed” successes achieved at the Joint Training, Analysis,
and Simulation Center (JTASC). This effort would reduce DISA, OSD, CINC and
Service costs for exercise travel, engineering/acquisition, and augmentation
through improved infrastructure and process automation. New multi-level
network security solutions would enable coalition training. The system
architecture would be based on the HLA, JTA, DII/COE, emerging digital
library, and DoD distance learning standards forming the foundation for a
distributed joint training "digital nervous system". This paper
describes the development and operational employment of a distributed joint
training program. It defines academic, planning, and execution functional
requirements. It demonstrates the efficiency and effectiveness of various
distributed training operational configurations.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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EMBEDDED
TRAINING ON THE AAAV: THE EVOLUTION
FROM A COST EFFECTIVE PERSPECTIVE TO A MISSION ESSENTIAL RATIONALE
Charles
A. Beagles, Ph.D.
Veterans Benefit Administration
Orlando FL
David
E. Lincoln
MKI Systems
Woodbridge VA
David
J. Daly, Ph.D.
Naval Air Warfare Center Training Systems Division
Orlando FL
DOD
and the Services have long supported the incorporation of embedded training
(ET) in the design of new weapon platforms as a means to increase forward
readiness and to reduce life cycle costs. However, the early incorporation
of embedded training is extremely difficult because ET requirements must be
defined in sufficient detail (e.g., functions, tasks, weapon subsystems
impacted, ET component size, etc.) for subsystem/component trade-off
decisions at each system level engineering design review. These early
functional definitions require estimating component performance,
miniaturization, and costs five to seven years into the future. This paper
addresses the issues and demands of incorporating ET into the Marine
Corps’ Advanced Amphibious
Assault Vehicle (AAAV). This discussion follows the sequence of critical
issues identified in “A Guide to Early Embedded Training Decisions (Witmer
and Knerr, 1996). These issues and associated AAAV design reviews were the
basis of an unexpected result. As data matured, and more defined analyses
were conducted, the overpowering rationale for the incorporation of ET into
the AAAV shifted from a cost benefits perspective to a “mission
essential” rationale, given the expeditionary nature of the Marine Corps.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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MERGING
HLA WITH A VIRTUAL SIMULATOR: AN EXPERIMENTAL STUDY
Hans-Peter
Menzler
Guenter Hopmann
Competence Center Informatik Gmbh
The
High Level Architecture promotes an object oriented view on the public
profile of a simulator. In some way, the HLA Simulation Object Model (SOM)
represents a simulator’s skin, being capable to transform and to transport
signals from inside to outside or vice versa. In order to gain experience
with the HLA, a project has been outlined to finally couple different kinds
of simulators (federates) via the Run-Time Infrastructure (RTI). The virtual
simulator to be discussed here has been developed by using COTS-products,
for example the SGI-hardware together with the SGI-Performer software.
This simulator serves first as an active driver federate and secondly as a
3-dimensional viewer to display a 2-dimensional traffic simulation, remotely
coupled to the federation by using a 64 Kbps Integrated Services Digital
Network (ISDN) -line.
The
software architecture carefully avoids any HLA-specific aspects to be part
of the virtual simulator. However, both, the federate representative and the
virtual simulator become a perfect whole by means of a suitable class
architecture. Since the project has been started from scratch, the paper
addresses all phases of development. The SOM is based on the recent
Real-time-Platform Reference (RPR-) Federation Object Model (FOM). The
programming language is C++.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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DISTRIBUTED
SYNTHETIC NATURAL ENVIRONMENT
REPRESENTATION FOR PARALLEL DISCRETE EVENT SIMULATIONS
Thomas
Stanzione
Forrest Chamberlain Dr. Alan Evans
TASC SAIC
Distributed
heterogeneous simulations pose many problems for representations of a
temporally and spatially consistent synthetic natural environment (SNE),
especially if that environment is dynamic. The generation and distribution
of the SNE in the run time formats of the simulation applications is one
hurdle that must be overcome. In a dynamic environment, this data must be
updated in an efficient, consistent manor as the exercise is taking place.
Parallel Discrete Event Simulations (PDES), such as JSIMS, pose additional
problems for a dynamic SNE. For instance, optimistic approaches may require
that changes made to the simulation environment be “rolled back” if a
simulation entity needs
to revert to a time previous to the change. Changes to the SNE may require
large amounts of data and processing time, so this requirement has serious
run time implications. Also, each simulation entity may require a different
view of the environment, depending on its location and notion of simulation
time. Under the DARPA Advanced Simulation Technology Thrust program, the
Framework of Reusable Objects for the Synthetic Natural Environment (FROST)
project is working to identify and address these issues, in order to provide
a dynamic SNE representation that could be used in a distributed PDES
simulation, such as JSIMS. The FROST approach is to develop a ground truth
environment management system that uses PDES events for database updates,
along with a commercial object oriented database management system. This
paper will describe the issues associated with a distributed SNE in a PDES
environment, how our approach addresses these issues, and our design efforts
to date.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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VIRTUAL NATURAL
ENVIRONMENTS FOR THE 21ST CENTURY
David
Whitney*
Dana Z. Sherer
Robert Reynolds
Peter Dailey
Chuck Medler
TASC
Technology
to provide realistic virtual natural environments (atmosphere, ocean, and
space) for distributed simulations is a relatively recent development that
will have a wide-ranging impact on the next generation of constructive,
manned trainer, and analysis simulations. Significant recent research has
laid the groundwork for expanding growth in this area and the introduction
of these new levels of environmental realism in operational simulations.
This paper describes a vision of how these emerging technologies will form a
unified framework for creating, managing, modifying, and distributing
environmental data and effects. Technologies to enable this vision will be
discussed, including: desktop numerical
weather prediction models for user-controlled weather scenario pre-exercise
generation; interactive run-time modification of the environmental state to
support exercise control; production of exercise meteorological and
oceanographic chart products that reflect imperfect forecasting or data
acquisition capabilities; and architectural options for enabling
environmental effects computations to meet different simulation
requirements. The state of the art in these areas, as well ongoing research
that will lead to twenty-first-century system implementations, is presented.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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A
HIGH-FIDELITY MODELING AND SIMULATION
SYSTEM USING HLA AND JAVA
Shon
D. Vick
Dennis Patrone
Tony Nardo
The Johns Hopkins University Applied Physics Laboratory
The
Near-Shore Tactical Reconnaissance (NSTR) Program is a high-fidelity
modeling and simulation effort supported by DARPA/TTO. The goal of the
effort was to develop and demonstrate a high-fidelity modeling and
distributed simulation environment to support warfighter planning and
performance evaluation in the noisy, highly variable, threat-rich littoral
environment. NSTR features high-fidelity modeling of the environment,
propagation conditions, sensors and threats. The system can be operated in a
static performance-prediction/mission-planning mode for initial placement of
sensors and threats as well as a standard dynamic simulation mode. The
system architecture supports running either as a stand-alone system or as a
federate in a distributed simulation.
The
modeling and simulation executive components of the system have been
constructed employing the High-Level Architecture (HLA) distributed
simulation programming environment. The system was engineered to be in
compliance with DMSO mandates for HLA. Construction of the Object Model
Templates for the HLA federates was automated using an OMT design and
documentation tool that proved invaluable in the evolution of the system.
Interaction with the system is accomplished via a networked computer or PC
through a Java based interface. This interface incorporates a
point-and-drag/enter human-computer interface to allow for rapid, extensive
scenario development and what-if performance evaluation analyses. This
component employs many new features of Java including object persistence,
the portable native method interface, the delegation
based event model and other advanced techniques.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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REAL-TIME FLIGHT SIMULATORS
UNDER NT
Joseph
Dube
Intergraph Corporation
Eric
Anschuetz
Mark Biddle
Sam Giambarberee,
Bruce Riner
NAWCTSD
Large-scale
training simulation systems have historically required a real-time operating
system to function deterministically. First generation operating systems
were no more than a program loader. Second generation systems, which are the
bulk of the existing production simulators in existence today, have
proprietary operating systems written by computer companies focused on
real-time. Third generation systems, which have been in existence for about
ten years, took the standard Unix kernel and modified it to have all of the
real-time characteristics of the proprietary operating systems with a look
and feel that was recognizable by anyone with a Unix background. Running
flight simulators under Microsoft’s Windows NT would be the next
evolutionary step. The main driving factors for this are the low-cost COTS
hardware platforms and COTS software solutions. For Windows NT to be
effective as a flight simulator operating system, it must have the ability
to handle IEEE Posix.4 components such as Synchronous and Asynchronous I/O,
Semaphores, Processor memory locking, shared memory, priority scheduling,
fast interrupt response times and interprocess communications. Not only must
NT support these functions, but also it must be modified to make these
features the most time-critical functions of NT. This paper examines the
problems associated with porting flight simulation applications to NT. This
will include the real-time support issues as well as GUI conversion problems
associated with X-Windows to Microsoft Windows.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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OPERATING
SYSTEMS FOR TRAINING DEVICES:
DOES IT MAKE A DIFFERENCE?
Bruce
Johnson
Silicon Graphics Computer Systems
Operating
systems are a lot like children. When they behave, nobody notices them, but
when they misbehave, they get the attention of everyone (take, for instance,
the recent widespread publicity of year 2000 problems). Today’s simulation
and training devices utilize more computers than ever before. These
computers operate under the control of everything from embedded, ROM-based
kernels to large, multiprocessor-based operating systems. With all these
different computers and operating systems, most developers and end users
would like to see more use of standard, general purpose operating systems
for a larger and larger variety of tasks. Until recently, a standard
operating system meant that a variant of UNIX or at least a POSIX compliant
OS was being used. Recently, however, users and developers are embracing
Microsoft Windows NT for virtually every training task from desktop CBT
devices to full scale Computer
Image Generator (CIG) systems. Yet what are the implications of doing this?
Specifically, what are the problems and/or risks in using Windows NT for
real-time training applications such as host computers and CIG systems?
Since Silicon Graphics delivers different operating systems for different
hardware platforms (and is both a source code licensee of Microsoft Windows
NT® and a developer of a UNIX-based, real-time operating system), they have
extensively researched and evaluated these issues. This paper assesses which
real-time operating system features are simply desirable and which are
absolutely required - and for which applications. It also directly compares
the real-time features of Windows NT with several current real-time UNIX
operating systems. Finally, it evaluates various Windows NT real-time
extensions indicating what
they provide, when are they necessary and what are their drawbacks.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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HUMAN
FACTORS ENGINEERING: INCORPORATING HUMAN
SYSTEMS INTEGRATION INTO SYSTEMS DESIGN
Scott
L. Smith
Sheon H. Mendoza
Dr. Dean L. Schneider
Air Force Human Systems Integration Office
DoD
policy has introduced Human Systems Integration (HSI) terminology into the
Human Factors Engineering (HFE) community. DoD 5000.2-R, Mandatory
Procedures for Major Defense Acquisition Programs (MDAPs) and Major
Automated Information System (MAIS) Acquisition Programs, requires a
“comprehensive management and technical strategy for human systems
integration...” be implemented for major acquisition programs. While the
policy introduced the term, the process to implement HSI is often
confused with human factors engineering. Human Systems Integration is the
integration of seven distinct elements (Manpower, Personnel, Training, Human
Factors, Safety, Health Hazards, and Survivability) within the system
requirements and development process to achieve enhanced combat capability
and reduced life cycle cost (LCC). These human elements were brought
together to focus on the human’s impact on the entire system’s
effectiveness and affordability. Incorporation of HSI design constraints and
parameters in the development of a system ensures that humans are integrated
into the system instead of accommodated after the system is designed. Human
Systems Integration starts early in the requirements definition phase to
identify human constraints and parameters and continues through to
validation. Human factors engineering is the mechanism for implementing HSI
into system design. Within HFE, trade-off analyses are conducted to balance
the human constraints and parameters with the other system design
constraints. This paper presents the US Air Force definition of HSI and the
process we use to insure the integration of the human into our weapon system
designs.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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JOINT
COLLECTIVE PERFORMANCE MEASURES:
PERFORMANCE VALIDATION THROUGH MEASUREMENT.
Bob
Fleming
Joe Barto
Dr. Carol Johnson
Camber Corporation - Hampton, VA DMDC - Monterey, CA
As
a result of the 1992 Joint Training Review, the Chairman, Joint Chiefs of
Staff (CJCS) directed that the Joint Staff develop and institutionalize a
requirements based training system to better focus DOD’s training
resources and return a better trained and more ready Joint Force. The first
step was to define the capabilities required in terms of Task, Conditions,
and Standards using the Universal Joint Task List (UJTL). Ideally, joint
training should use the Joint Training System (JTS) process to translate
missions to capability requirements using the UJTL. Once requirements are
defined, training objectives are developed and events designed to accomplish
those objectives. This process provides focus and discipline to the
planning, execution and evaluation of events and will provide performance
data to assess mission readiness. A tremendous amount of energy has been
invested to implement the system and the resource expenditure must be justified
in terms of increased organizational performance. Organizational performance
in DOD is measured in terms of readiness. The JTS is based on an analytical
process of translating missions capability requirements to tasks,
conditions, and standards to describe the level to which people must perform
to accomplish the task. Consequently, the ability to measure the
organizational performance of the tasks is essential.
This
paper describes the analytical framework and reviews the research on
collective performance measurement. It challenges the community to review
the performance measurements in the UJTL to determine the sufficiency of
those measures identified and make recommendations for new measurements.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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THE
ROLE OF COGNITIVE AGENTS IN THE
DESIGN OF COMPLEX
SYSTEMS
J.
L. Eilbert
CHI Systems, Inc.
G.
E. Campbell
Naval Air Warfare Center Training Systems Division
T.
Santoro
T. L. Amerson
Naval Submarine Medical Research Laboratory
J.
A. Cannon-Bowers
Naval Air Warfare Center Training Systems Division
Many
training problems arise when complex systems are designed without taking
into consideration the capabilities and limitations of human operators.
While many people agree that the human should to be treated as an integral
part of the system from the earliest steps of design, there is not an
established set of methods and tools to support this approach. The purpose
of this paper is to describe how the integration of
cognitive agents into a design environment could lead to a better, more
easily trainable, system. The design environment must support the many steps
in the transition from a set of system requirements to cutting and bending
metal for a system prototype. Along the way, CAD drawings of hardware
components, schematic diagrams of circuits, and software plans all have to
be created. Tools to support these activities, such as CAD applications,
have existed for quite a while. However, other types of support would also
be helpful. Specifically, there are two key steps in the overall design
process, the selection of candidate designs and design evaluation, in which
we see cognitive models potentially playing an important role. First, in
selecting candidate designs, engineers need to do a multi-dimensional
optimization over a large number of candidates based on various heuristics.
A cognitive agent (or set of agents) can aid or take over parts of this
activity by modeling the procedures followed by design or human factors
engineers. Second, in design evaluation, the cognitive agent would be a
model of the human operator (or team of operators) of the complex system
being designed. This model interacts with a simulation of the system and
allows repetitive testing against a wide range of environmental conditions.
While cognitive agents will not completely replace humans in either step of
the design process, the development of these agents should both reduce
development costs and provide a better, more easily trainable, final design
than current practices.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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FORCE
AND VIBRATION CUEING WITH A MULTI-AXIS DYNAMIC SEAT
Phillip
Corlyon
Tom Humphrey
Camber Corporation
Flight
or part task trainers are often restricted to fixed based operations due to
budget or facility constraints. Studies have shown that the training in
fixed based devices is generally less effective than the training in a full
motion device. Early generation hydraulic or pneumatic powered G seats
attempted to overcome this deficiency with mixed success. Limited axis
cueing and excessive latency were just two of the deficiencies which
prevented universal acceptance of these devices as adequate replacements for
motion bases. A prototype, multi-axis dynamic seat has been developed to
evaluate the effectiveness of small motion or force cues in performing
mission related tasks. The design is based on a dynamic seat developed and
tested by the Defense Research Agency (DRA)/Cranfield in Bedford U.K. The
design concept of the dynamic seat is to produce skin pressure and limb
orientation giving the pilot the impression of motion from
limited seat movements. Force and vibration cueing is provided by vertical
movement of the seat pan and seat bucket independently, and by forward and
lateral movement of the seat back pad. Although all of the seat motion is
translational, movement of the proper component can simulate rotational
motion. A tactile sound transducer is mounted to the seat frame to provide
vibration at the higher frequencies. An initial pilot evaluation of the
dynamic seat in a flight training device produced a very favorable response.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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HUMAN
FACTORS IN AN ARMORED VEHICLE SIMULATION PROJECT
M.
Greenley G. Downs Major M. Espenant
Humansystems Incorporated Computing Devices Canada Ltd.
Department of National Defence
The
Advanced Land Fire Control System (ALFCS) is an advanced technology
demonstration project for the research and development branch of the
Canadian Department of National Defence. ALFCS consists of a full-motion
simulator of an Armoured Fighting Vehicle (AFV) turret, and a future Fire
Control System (FCS). The ALFCS virtual environment includes a 6-DOF motion
platform driven by sophisticated vehicle models and high-fidelity
computer-generated visual and infrared imagery. The entire simulation system
is re-configurable, facilitating investigations into a variety of alternate
host vehicle configurations, and is capable of interfacing to other
simulators. This four-year development project is being completed by a
multi-disciplinary team, which includes a Human Factors Engineering (HFE)
team. This paper outlines the
Human Factors Engineering program which follows the guidance of Mil Std
46855 and the MANPRINT system. The resulting design support is comprised of
Human Factors input in the areas of system and task analysis, function
allocation, interface design support, crew station layout, human performance
in simulation, usability testing, training system development, and AFV
gunnery human performance evaluation trials. A unique and very successful
aspect of this HFE program includes the extensive involvement of the AFV
community from Canadian armoured units, which are involved in usability and
human performance trials two to four times per year. One group of AFV crew
participants is the “User Group”, which is involved in design concept
and usability trials twice per year, while the other group consists of
“Active Tank Crews”, who participate in extensive human performance Lab
Evaluations. These Lab Evaluations require users to be fully trained in the
future system and the simulation, and then participate in design study and
operational scenarios to evaluate the simulation and the FCS using measures
of task performance, usability, workload, and situational awareness. This
paper describes the HFE program over the four-year development effort, and
reports on progress and lessons learned through the first two years.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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IMPROVING
INSTRUCTOR OPERATOR STATIONS
TO ENHANCE ELECTRONIC WARFARE TRAINING
Robert
T. Nullmeyer
Glenn D. Cicero
Warfighter Training Research Division
Air Force Research Laboratory
V.
Alan Spiker
Anacapa Sciences, Inc.
Steven
J. Tourville
Jerry S. Thompson
Raytheon Systems Company
Advances
in modeling and simulation technology are rapidly increasing the fidelity of
tactical training for aircrews, especially in the electronic warfare (EW)
arena. Unfortunately, the tools that allow instructors to monitor and
manipulate these complex training environments have failed to evolve
accordingly. Sixteen experienced instructors and engineers were interviewed
to identify problems with the Instructor Operator Station (IOS) used to
control simulation-based training environments at the 58th Special Operations
Wing (58 SOW). Thirty-four problem areas were identified, and then rank
ordered. Three areas emerged as most problematic: lack of sufficient
information about the mission environment (terrain, cultural features,
planned waypoints, etc.); excessive levels of effort required to modify the
EW environment (e.g., up to 25 steps to manipulate a threat); and a
“Spaceball” that is difficult to operate and unreliable. Instructors
reported that training effectiveness can be enhanced substantially by
manipulating the simulated EW environment. However, the procedures were so
complex and time-consuming that it is unrealistic to make these changes
while instructing students. To improve instructor control and situational
awareness, several IOS display enhancements were examined on a “proof of
concept” basis: (1) a digitized JOG chart was added, (2) the entire
display was re-hosted using a X-windows and Motif format, and (3) the
touch-screen and “Spaceball” interfaces were replaced with a
user-friendly Trackball. Termed the Enhanced-IOS (E-IOS), these changes were
implemented in a stand-alone workstation emulation and subjected to
controlled testing using twelve instructors. The E-IOS led to significantly
faster threat manipulations, lower difficulty ratings by instructors, and
more accurate range and bearing estimates between ownship and other objects
of interest. On the basis of these results, it is anticipated the E-IOS
changes will be implemented on 58 SOW simulators, at which time impacts on
training will be assessed.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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SYNTHETIC
ENVIRONMENTS: AVATARS WITH ATTITUDES
Centre
for Human Sciences.
DERA Farnborough, Hants, GU14 OLX, UK
The
author wishes to acknowledge the help provided
by Gregory Harland Ltd (UK) and Dr J. D. Fletcher
Institute for Defense Analyses (US).
Much
progress has been made recently by national and international technical
demonstration programmes on the development of Synthetic Environments. In
evaluating these programmes, many commentators have pointed out how
application of findings from the Human Sciences can increase the scope and
effectiveness of these environments. They have called for more Human
Science, but often in unfocussed and overly ambitious ways raising
expectations that the Human Sciences cannot yet meet and overlooking
important contributions that are ready to be made. This overview describes
key characteristics of Synthetic Environments and identifies key areas in
which the Human Sciences can and should contribute. The overview identifies
limitations that currently exist in applying Human Sciences to Synthetic
Environments. The paper also discusses ways in which the Human Sciences
should and should not be used for modelling physiological, psychological and
social behaviour in Semi-Autonomous Forces; existing and still needed
research in the management and control of simulation; assessment of
simulation fidelity; measurement of training effectiveness; and applications
in operational assessment and mission rehearsal.
A
framework is provided to identify research priorities that will help satisfy
the expectations of both technologists and users and that provide challenges
that the Human Sciences can successfully meet. The impact and benefits of
more focused and successful application of the Human Sciences to
SyntheticEnvironments in both increasing the capabilities of Synthetic
Environments and improving military operational effectiveness is indicated.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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INTEGRATING
TRAINING THROUGH HYBRID
DISTANCE LEARNING ENVIRONMENTS
R.
Jeffrey Kidwell
Director, Business Solutions Group, VERTEX Solutions, Inc.
Distance
Learning is in a state of rapid transition. Decreasing travel funds and
federal mandates are requiring the use of technology to reduce training
costs while organizations are attempting to maintain or increase training
availability. However, traditional Distance Learning system designs
generally center around a single technology that focuses on reaching a
narrow training population. This framework can force an organization to
attempt to fit all types of courses into a single technology delivery
scenario that might not optimize the course subject matter. In order to best
harness the power and flexibility of Distance Learning, maintain training
effectiveness, as well as to achieve a cost beneficial program, a range of
complementary technologies should be available to the training organization.
An emerging concept in Distance Learning is the idea of the Hybrid Learning
Environment. By integrating a number of technologies into a seamless
delivery platform, organizations can reach a broader audience and increase
both training velocity and throughput while maintaining training quality,
effectiveness and interest. This paper’s central focus is on the lessons
learned in the development of integrated systems that support
Intranet/Internet, Video Teletraining, Video Teleconferencing, and
Multimedia learning environments.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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IMPLEMENTING
VIRTUAL REALITY MODELING LANGUAGE (VRML)
TO CONVEY SIMULATION INFORMATION
Robert
Anschuetz (Veridian), Charlie Jones (Veridian)
Mike Garnsey (STRICOM), Paul Dumanoir (STRICOM)
Veridian and STRICOM
The
U.S. Army’s Simulation Training and Instrumentation Command (STRICOM) has
sponsored an initial effort to evaluate the applicability of utilizing the
Virtual Reality Modeling Language (VRML) technology in the Modeling and
Simulation (M&S) community. VRML is a platform-independent, graphical
programming language used to generate images across the World Wide Web. In a
sense, VRML is a three- dimensional extension to the HyperText Markup
Language (HTML). Several M&S applications have been demonstrated thus
far, with the most ambitious being a VRML stealth viewer that combines the
technologies of VRML, HTML, Java, C++, DIS, HLA, and client/server
communication.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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MPEG
VIDEO CAPTURE FOR FULL-
MISSION AFTER ACTION REVIEW
Louis
C. Gallo
Vice President
Mediatech, Inc.
Gordon
G. Richards
Lead Systems Engineer
U.S. Army Simulation
Training and Instrumentation Command (STRICOM)
Advanced
technologies for digital video capture and replay are fast emerging as a
method for enhancing crew training and rehearsal. Some of these emerging
digital video technologies were selected as the core infrastructure for a
digital video record/replay system supporting the AC-130U Nav/FCO and Sensor
Operator Testbed (AC-130U TB) at Hurlburt Field, Florida. This paper
discusses the process of evaluation, design, and integration of an emerging
technology solution to capture multiple synchronous channels of high
resolution symbology, radar, FLIR, aural cues and crew intercom and play
them back simultaneously and synchronously for instructor and student
review. Selected channels of data can be captured at various fidelity levels
for review either at the AC-130U TB using higher resolution MPEG2 encode
/decode hardware or can be encoded into MPEG1 for playback from a laptop
computer’s CD-ROM using Microsoft’s Active Movie MPEG1 software decoder.
Topics covered include the requirement to evaluate simulation recording
technologies available and the design, integration and fielding of the prototype
software and hardware solution selected for integration into the AC-130U TB
program. Technologies identified and their advantages and disadvantages
include traditional linear videotape – both analog and digital, digital
video compression algorithms to include motion JPEG and MPEG and their
application for after-action review systems. Lessons learned throughout the
development of this project will also be discussed. Additional discussion
will provide insight into the various video standards, i.e., 875 line RS 343
and 525 line RS 170A and the challenges to preserve the highest fidelity in
recording and playing back non-standard video content. MPEG2 video server
and client technologies were developed for this project and their migration
from current digital video and CD-R technology to DVD recording and playback
envisioned for future technology enhancements to the system will also be
covered.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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FEASIBILITY
OF HARDWARE-BASED
COMPUTER GENERATED FORCES FOR EMBEDDED TRAINING
Stephen
A. Schricker
Robert W. Franceschini Amar Mukherjee
Institute for Simulation and Training School of Computer Science
University of Central Florida University of Central Florida
In
one concept of embedded training, the goal is to outfit a military vehicle
with computer hardware capable of battlefield simulation, and use this to
train personnel in the field. The advantages are two-fold. First, personnel
are trained on the same equipment they use in real-life exercises. Second,
personnel can be trained locally; there is no need to transport them to
dedicated simulation facilities that house expensive, single-use machinery.
Such a training environment could benefit from the use of Computer Generated
Forces (CGF) to provide automated opponents against which personnel may
train. However, a critical problem with the use of CGF in embedded training
is space: current CGF systems run on relatively
large workstations that will not fit into operational equipment. This paper
discusses the feasibility of one technical approach for effective embedded
training using CGF systems: hardware-based CGF. Rather than using an
unwieldy and expensive high-performance workstation to provide the CGF
functionality, it may be possible to construct a “CGF processor” using
Very Large Scale Integration technology. A CGF processor would provide
comparable performance at a size much smaller than the general purpose
workstations currently being used for CGF applications. This miniaturized
“CGF-on-a-chip” would fit into preexisting onboard computer systems in
operational equipment, eliminating the need for bulky workstations to
provide CGF.
This
paper identifies the set of operations performed by a CGF system, including
those operations that are particularly relevant to embedded training, and
are thus good candidates for implementation in hardware. The paper
illustrates these ideas concretely by discussing a hardware algorithm for
one CGF operation.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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THE FUTURE
OF THE WAC WINDOW A 26 INCH CRT REPLACEMENT
David
L. Peters Angel Rodriguez
Diamond Visionics Co. STRICOM
The
CCTT (Close Combat Tactical Trainer) Team training program was awarded in
late 1993 by the U.S. Army. This simulation program, the largest ever
awarded, has undergone an extensive development and testing program, and is
scheduled to go into full production in 1999. In the fall of 1995 after
prototype development and deployment, the supplier of the 26-inch CRT, the
key component in the commander’s popped-hatch display, announced they
would no longer manufacture the component, and no direct replacement was
available. A Small Business Innovative Research (SBIR) contract was
initiated through the Army SBIR program to recommend an alternative
solution. The final recommendation is being developed in a prototype phase
II contract, to be ready to fit within the final production contract to be
let in early 1999. This same 26-inch CRT is used extensively in the
Wide-Angle Collimated (WAC) window, with many thousand
in use worldwide. The demise of the 26-inch CRT left the future of spare
parts in doubt, as evidenced by the great concern voiced by present users of
the CRT. The same SBIR Phase II program that has developed the 26-inch CRT
replacement unit for the CCTT program has also funded the development of a
replacement for the 26-inch CRT used in the WAC window. This new approach
uses the fundamental building block of the micro-display devices just being
introduced by display component vendors to produce a product that can be
made to fit many display configurations, not being limited to available CRT
bottle sizes. Scaling, improvement in optical characteristics, and other
modifications are all made with relative ease, with no major NRE cost
drivers as would be required if a new CRT is desired.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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ENABLING
TECHNOLOGIES FOR EMBEDDED
SIMULATION & EMBEDDED TRAINING
Hubert
A. Bahr
HQ STRICOM AMSTI-ES
Claude
W. Abate
Sherikon, Inc
The
army has placed a renewed emphasis on an embedded training capability as a
result of lessons learned from the Advanced Warfighting Experiment (AWE)
97-06 on the potentials of digitization. Through the Inter-Vehicle Embedded
Simulation Technology (INVEST) Science and Technology Objective (STO), the
Simulation Training and Instrumentation Command (STRICOM) will develop the
technology that will lay the foundation
for incorporating embedded simulation into future and legacy combat
vehicles. This paper presents current status and future evolution of the
enabling technologies needed to fully embed these technologies into a combat
vehicle. These ES systems will support both training and operational
(go-to-war) enhancements for the Army XXI and Army After Next inventory of
combat vehicles. The key enabling technologies for an autonomous vehicle
capability include: low cost image generation, live-virtual object and
terrain integration, virtual target injection into sensor displays,
synchronized semi-automated player models, simulation filtering tool,
intelligent tutoring system, time-based and UWB communication, and automated
vehicle model development and optimization.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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DEVELOPING
SYNCHRONIZED PLAYER MODELS FOR EMBEDDED TRAINING
Vanna
McHale
Wesley Braudaway Ph.D.
Science Applications International Corporation (SAIC)
The
Synchronized Player Models (SPM) project supports the U.S. Army
Inter-Vehicle Embedded Simulation Technology (INVEST) Science &
Technology Objective (STO) Program [1]. The overall goal of the SPM project
is to reduce the network bandwidth required to maintain synchronization
between a Live vehicle, a Modular Semi-Automated Forces (ModSAF) player
model simulation and its associated clone models in separate simulation
environments. The SPM project conducted a series of experiments in
order to determine the feasibility of the SPM objective. The first
experiment, reported in this paper, focused on the ability to have
computer-generated forces operate identically in separate simulation
environments without requiring network communication. To obtain this level
of synchronization it is necessary to have a repeatable ModSAF that provides
simulation events (e.g., vehicle location events, firing events, damage
events) that occur at the same simulation time in each run of the same
scenario.
This
paper discusses the use of repeatability to support synchronized embedded
simulation and focuses on the modifications required to produce a
deterministic, repeatable ModSAF. Experiments were conducted to test and
demonstrate the repeatable ModSAF and are illustrated in this paper. These
ModSAF modifications, that were developed in support of SPM, were the basis
for developing the repeatability mode currently supported in the ModSAF
version 4.0 baseline.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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BEHAVIOR
MODELING FRAMEWORK FOR EMBEDDED SIMULATION
Amy
Henninger
William Gerber
Ronald DeMara
Michael Georgiopoulos
Avelino Gonzalez
University of Central Florida
Although
embedded training has become the preferred approach for training military
forces, it is surrounded by a variety of technical challenges. The
Inter-Vehicle Embedded Science and Technology (INVEST) Science and
Technology Objective (STO) program explores technologies required to embed
simulation in combat vehicles. One of these requirements is to provide a
simulation environment in which computer generated forces, manned
simulators, and live vehicles may interact in real-time. Unfortunately,
providing this geographically distributed and untethered real-time
interaction is severely limited by the communications requirements imposed
by the need to convey large amounts of data between the respective players.
By extending the concept of Distributed Interactive Simulation (DIS)
dead-reckoning, a vehicle movement method, to the behavioral level, this
limitation may be mitigated. The Vehicle Model Generation and Optimization
for Embedded Simulation (VMGOES) project at the University of Central
Florida is focusing on this aspect of the INVEST program. This paper
presents the specifications and development
process of VMGOES.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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SIMULATION'S ULTIMATE CHALLENGE
Thomas
L. Clarke
Institute for Simulation and Training
University of Central Florida
The
ultimate challenge for simulation is consciousness. While great progress has
been made in simulating many aspects of intelligence for applications such
as ModSAF, the full simulation of consciousness remains elusive. From the
time of Descartes to the early 1990’s, science had regarded consciousness
as the domain of philosophers and mystics, but this is rapidly changing, and
recently scientists have begun to investigate the nature of consciousness
and how it might be simulated. It is now becoming clear that the many
separate aspects of intelligence modeled by AI: planning, target
recognition, sensor fusion, etc, can only be integrated through a full
scientific understanding of consciousness. In addition to the reasoning
aspects of intelligence normally associated with AI, consciousness research
suggests consideration be given to affective aspects such as emotion. This
line of research may lead to more effective weapons such as smart bombs that
“want” to hit their target and will do whatever it takes to reach that
goal. Many professional-level conferences have been started to support
research in consciousness. The biannual Toward a Science of Consciousness
conference held at Tucson by the University of Arizona is the preeminent
meeting in the field. The Sante Fe Institute is another center where
non-linear dynamics and complexity theory are brought to bear on problems
related to consciousness. The talk will discuss visits to Tucson and will
make connections with CGF research in military simulation. Suggestions will
be about how research in consciousness studies will provide the basis for a
new generation of CGF's for the next century.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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DEVELOPING
ALTERNATIVE TRAINING EVALUATION METHODOLOGIES
Angelique
M. Reynolds
Naval Air Warfare Center Training Systems Division
John
P. Sheposh
Navy Personnel Research and Development Center
Modern
military warfare depends on a smaller, dispersed force, with relatively
junior leaders to command it. As a result, a number of training initiatives
have been launched to achieve the level of personnel and operational readiness crucial to building a cohesive body of war
fighters. However, fiscal constraints dictate that training resources be
administered judiciously. Therefore, it is important to employ evaluation
methods that allow the examination of the relationship between training
content and subsequent behavior. The importance of employing evaluation
models that more rigorously assess the impact and worth of training can
hardly be exaggerated. Otherwise, we run the risk of squandering resources
by supporting training that may not be achieving desired goals.
The
present research effort explored alternative evaluation methodologies for
assessing training effectiveness based on recent cognitive research. The
methodologies are: response latency and a varied Likert rating scale. The
two elements are independent, yet related. Together, they are used to build
up an accumulation of evidence for determining whether training is effective
in bringing about desired goals. The purpose of this paper is to describe
the development and test of these assessment procedures.
For
testing purposes, these methodologies were applied to the leadership
training continuum for enlisted officers and administered in the
Computer-assisted Interview on Core Values in Leadership. Items for this
instrument were developed based on rigorous classroom observations, training
objectives and military charter analyses, and interviews. This effort
employs a controlled experimental design. In general, the findings are
promising. Consistent with our hypothesis, in comparison to the control
participants, participants
who received training responded significantly faster to value stimuli
relative to filler stimuli. The results, overall, provide some support for
the conclusion that the methodologies outlined in this study are viable
alternatives to traditional paper-pencil surveys.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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USING
A VIRTUAL ENVIRONMENT TO ELICIT SHIPHANDLING KNOWLEDGE
Michael
K. Martin, Ph.D.
Elizabeth Sheldon
Steve Kass, Ph.D.
Andrew M. Mead, LT., Ph.D.
Sherrie A. Jones, Ph.D.
& Robert Breaux, Ph.D.
Naval Air Warfare Center, Training Systems Division
This
paper discusses initial development of Virtual Environment Training
Technologies (VETT) to facilitate knowledge elicitation, task analysis, and
performance measure development for naval training. Primary components
included on-going hardware and software development in the VETT test-bed,
iterative prototyping capabilities, and flexible performance recording and
review capabilities. The customer for this effort, the Surface Warfare
Officers’ School (SWOS), envisions the use of virtual environments to
train “seaman’s eye,” an expert perceptual technique currently learned
through extensive apprenticeship training. The chosen target task for the
R&D process was Underway Replenishment (UNREP). The process began with
the use of standard Knowledge Elicitation (KE) techniques (e.g., document
reviews and interviews) to obtain an
UNREP
task description. This description was then used to develop a prototype
simulation and a generic UNREP scenario on the VETT test-bed. Subject matter
experts included Merchant Marine harbor pilots, visiting line Surface
Warfare Officers (SWOs), and in-house expert reservists. The SWOs performed
the simulated UNREP scenario while video was recorded from their viewpoint
(i.e., first-person perspective). The videos provided further KE capability
by permitting SWOs to explain what they did and why they did it in a
context-specific manner during a debrief session. This arrangement produced
more elaborate explanations than the initial interviews, apparently because
it reminded the experts of subtle, nonverbal cues used to perform UNREP. The
context-specific interviews stimulated more detailed discussions of the
validity of the simulation and potential performance measures. Based on
initial analysis, the prototype was taken to SWOS for a simulation validity
experiment. Progressive refinements will be described and the results of a
simulation validation experiment will be presented.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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IMMERSIVE
VIRTUAL ENVIRONMENT FOR DISMOUNTED INFANTRY
TACTICS TRAINING AND MISSION REHEARSAL
Kenneth
Nemire, Ph.D.
Interface Technologies Corporation
Virtual
environments have been used to train perceptual motor tasks (Adams, 1995;
Todorov, 1997), tactile/palpation tasks (Langrana et al., 1997), visual
spatial tasks (Amburn & Marshak, 1996; Knerr et al., 1993; Regian et
al., 1993; Witmer et al., 1996), social skills (Muscott and Gifford, 1994),
and complex procedural tasks (Tate et al., 1997; Zeltzer and Pioch, 1997),
for a variety of applications, including military. Immersive and fully
interactive virtual environments have a number of properties that make them
uniquely suited for supporting dismounted infantry training. A virtual
environment (VE) is defined as an application that allows users to navigate
and interact in real time with a computer-generated world. A VE can be
presented in a desktop environment using a computer monitor as a visual
display and mouse and keyboard for controls. In contrast, an Immersive,
fully interactive VE (IVE) is distinguished by allowing the user to
interact, by using a variety of manual and speech commands, within a
multisensory, 3D computer-generated world that surrounds the user; turning
one's head in any direction would result in looking at another part of the
computer-generated scene. Both desktop and immersive VEs have an important
role in dismounted infantry training. The dismounted infantry training
application described in this paper can be used as either a desktop or
immersive virtual environment application. infantry weapons on the simulated
battlefield. Such a training simulator would also meet needs for mission
planning and rehearsal on the electronic battlefield. Additional needs
include real-time training in a three-dimensional simulated world;
conducting contingency operations such as non-combatant evacuations,
humanitarian relief operations, and combat search and rescue operations;
conducting combined arms exercises to enhance interoperability among U.S.
forces as well as with allies; transfer of training from the simulated to
the physical environment; and minimizing risk to personnel, equipment, and
the environment during training exercises.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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AVIATION
EDUCATION FOR FUTURE PILOTS: AN INTEGRATED MODEL
Merrill
R. Karp, Ph.D.
Arizona State University East
Over
the past few decades, the surplus of Vietnam era trained pilots has been a
major factor in determining military pilot training requirements. The
airline industry, likewise, has relied upon the military for its primary
source of experienced pilots. However, with these Vietnam era pilots now
approaching retirement age, coupled with recent low military pilot training
production rates, the United States faces a potential shortage of highly
experienced pilots in both the military and the commercial airline industry.
While programs have been developed to meet these shortfalls with increased
training, consideration should also be given to improving the aviation
education which is the
foundation of flight training. In spite of the rapid evolution in the
sophistication of modern aircraft, and the increased complexity of the
flight and navigation environment, the aviation education process itself has
changed very little over the years. This paper, which resulted from research
conducted in the Aeronautical Management Technology Department at Arizona
State University, addresses potential educational enhancements through the
implementation of an integrated aviation learning model, the Aviation
Education Reinforcement Option (AERO). The AERO model incorporates elements
of the adult education paradigm, learning style theory, cooperative and
collaborative learning techniques, and personal computer-based flight
simulator programs, as a bridge between the classroom and the flight line.
While this model focuses on a teaching strategy to improve retention and
application for aviation education, it can also be applied to technical
education in any learning environment.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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COOPERATION,
TECHNOLOGY, & PERFORMANCE A CASE STUDY
Thomas
Cavanagh
Interactive Media Corporation
Sabrina
Dickenson
Interactive Media Corporation
Suzanne
Brandt
Department of Veterans Affairs – VBA Employee Development and Training
Staff
Using
computer-based training as a medium for facilitating a cooperative-based
learning environment is a concept that has recently been receiving a lot of
attention. A combination of cooperative learning principles,
technology-driven tools, and performance-based assessment have proven to be
a successful approach for teaching technical skills, while at the same time
reinforcing teamwork skills. The foundations of the Cooperation, Technology,
and Performance (CTP) model are largely based on proven learning and
assessment theories that have been combined to create performance-driven
results.
This
session will introduce the CTP model and how it is used by the Veteran’s
Benefit Administration to achieve maximum return on investment. Application
of the CTP model to other jobs and/or industries will also be discussed.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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PROBLEM-BASED
TEAM TRAINING:
GUIDELINES FOR DESIGNING
SCENARIOS
Marcel
P.W. Van Berlo
TNO Human Factors Research Institute (TNO-HFRI)
In
problem-based learning environments the learners work actively on problem
tasks in order to learn specific subject-matter. Often the learning
activities are applied in a collaborative way. Because it is im-possible to
train all variations of all tasks, the processes underlying effective
performance should also be focused on. By means of guided group discussion
and reflecting on the problems, the fostering of learn-ing-to-learn skills
is stimulated: a deep understanding of the performance will increase the
probability that learners will perform well in situations not encountered
previously. Guided by a coach the learners dis-cuss about the problem tasks,
and exchange experiences with each other. Although the current problem-based
learning programs focus on mastering individual skills, this could be
extended to team skills as well. Team training programs are primarily aimed
at the behavioral and cognitive requirements of team task
performance. In many cases, technologically advanced learning environments
are employed, like Simulations, (distributed interactive) simulators, and
virtual reality. In these learning environments com-plex problems can be
practiced, requiring the team to work together in a coordinate way.
Important con-ditions for effective team training, just as in individual
problem-based learning, are adequate training sce-narios, appropriate
guidance by a coach, and ample opportunities for reflecting on the learning
tasks. The paper focuses on the iterative process of designing problem-based
team training scenarios. A set of guidelines will be described comprising
the following categories: (A) general approach, (B) structure of a scenario,
(C) contents of a scenario, (D) training strategy, (E) team performance and
feedback, and (F) role of the instructor/observer. Our experiences with
these guidelines in specifying Training Support Packages for training teams
in networked simulators will be discussed as well.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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RECOMMENDATIONS
FOR USING VIRTUAL ENVIRONMENTS FOR
DISMOUNTED SOLDIER TRAINING
Bruce
W. Knerr
Donald R. Lampton
Bob G. Witmer
Michael J. Singer
US Army Research Institute
Kimberly
A. Parsons
James Parsons
Institute for Simulation and Training
The
U.S. Army has made a considerable investment in the use of virtual
environments (VEs) for training. Beginning in the early 1980's with the
SIMNET program, the Army has made a commitment to use virtual simulations to
train combat forces and to evaluate new systems and operational concepts.
While these simulations have predominately focused on training mounted
soldiers, the need to train infantry and other dismounted soldiers has been
recognized. Although VEs have the potential to immerse dismounted soldiers
directly in simulations, there are few successful examples of their use to
provide effective training. The effective use of VE for training requires
more than just VE hardware and software. It also requires identification of
the types of tasks for which VE training is most appropriate, the
characteristics of VE systems that are required to provide effective
training, and the training strategies that are most appropriate for use with
VE. This paper presents selected recommendations for the use of VE for
dismounted soldier training and mission rehearsal, and identifies future
research needs. The recommendations and research needs are based on the
results of our in-house research program, related programs in which we have
participated, and the work of other VE researchers. Recommendations include
identification of the types of tasks for which VE training is or is not
appropriate, design recommendations for the VE interface, and ways to reduce
side- and after-effects.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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APPLYING
WEB-BASED VIRTUAL REALITY
FOR INCREASED FIDELITY OF INTERACTIVE COURSEWARE
Mr.
George Paschetto
U.S. Army Armor School
Ms.
Terresa Jackson
Air Force Research Laboratory
Brooks Air Force Base, Texas
Mr.
Edward Arnold
Mr. Roland Garton
Global Information Systems Technology, Inc.
Whittman-Hart,Inc.
The
Virtual Tactical Operations Center (VTOC) will provide an Internet-based
simulation of the Tactical Operation Center (TOC) where teams of
geographically separated student groups synchronously work together as a
staff team to develop operations plans and orders. The teams use the
Military Decision Making Process (MDMP) to systematically guide the course
of action (COA) planning documents essential to tactical operations using
armored vehicles. Some research points to enhanced information processing
and more effective learning when depth of fidelity (virtual and three
dimensional) increases.
The
primary purpose of the VTOC project is to determine if the added dimension
of depth provides a more effective learning environment for visualizing and
analyzing COA solutions. In addition, the VTOC project will assess the
effectiveness of collaborative learning over the Internet.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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AUTOMATED
KNOWLEDGE ACQUISITION AND DYNAMIC
CURRICULUM SYNTHESIS FOR INTELLIGENT TUTORING SYSTEMS
Sheila
B. Banks
Eugene Santos Jr.
Mark L. Dyson
F. Alex Kilpatrick
Artificial Intelligence and Human-Computer Interaction Laboratory
Air Force Institute of Technology
Wright-Patterson
Air Force Base
Computer Science and Engineering Dept.
University of Connecticut
Storrs, CT
Air Force Office of Scientific Research
To
realize the promise of fielding an intelligent tutoring system (ITS), the
ITS requires a knowledge base from which to draw instructional source
content. That knowledge
must be first acquired and then represented in a tractable form; useful from
both a computing standpoint and the point of view of presenting that
knowledge to a student. In general, intelligent tutoring systems research to
date has focused on the student and on methods for representing the student
knowledge. From student models to learning schemas to presentation methods,
comparatively little attention has been paid to the problem of educators
attempting to build viable curriculum plans for use within an ITS
environment. What is needed, before attempting to design and develop an ITS,
is a methodology for defining and developing student curricula in a form
directly related to ITS implementation. This methodology should be
quantifiable both in terms of content and applicability, and able to accept
feedback metrics on a given student's progress to modify the lessons and the
curriculum plan.
In
addition, the tool should be useful without requiring excessive training. In
the literature, one finds numerous examples of knowledge representation
schemes, from the idea of concept mapping to the hierarchical databases used
in the Air Force's Instructional System Development (ISD) project. Even when
projects provide an automated tool capability, educators face steep learning
curves, a wide array of user interfaces, and a significant amount of manual
development when constructing student curricula.
Our
approach employs an automated knowledge acquisition tool, PESKI, to acquire
the necessary information for student curriculum generation, utilizes
concept mapping to represent that knowledge, and then maps that
representation into concept vectors. We developed a prototype system, based
on concept vectors, that accepts inputs from an educator via a world wide
web (WWW) interface and returns a dynamic lesson plan.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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THE
IOWA PROJECT: AN OPERATIONAL TEST OF
INTEGRATED DISTRIBUTED LEARNING
David
E. Robinson
A B Technologies, Inc.
Recent
advances in computer and communications technology present the U.S. Army
Armor School at Fort Knox, Kentucky with opportunities to attain greater
effectiveness in its resident instruction–and wider dissemination of its
learning programs–through the use of advanced distributed learning. This
paper describes the conception, development, implementation, evaluation, and
outcomes of an operational test conducted by the Armor School in
collaboration with the Iowa Army National Guard to deliver instruction to
a remote site using a variety of distributed learning media:
videoteletraining, Internet based asynchronous and synchronous training,
computer based training, and conventional paper based products. The Iowa
Project employed synchronous and asynchronous elements, successfully
prototyping a model for selecting and integrating several different,
low-cost distributed learning media to prepare students for resident
instruction. Further, the Iowa Project validated concepts for converting
existing resident instruction into multi-phased, and multi-media, integrated
distributed and resident learning. Armed with experience gained from the
Iowa Project, the Armor School has embarked on a multi-year project to
convert their courses from purely resident instruction into integrated
distributed learning instructional programs.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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THE AIR
FORCE JUNIOR ROTC DIGITAL VIDEO DISK INITIATIVE
Ms.
D. Jule Zumwalt
Major Steven Soller, USAF
Air Force Junior Reserve Officer Training Corp
Dr.
Richard P. Smith
Gerard Foret
AmerInd, Incorporated
The
U.S. Air Force Junior Reserve Officer Training Corp (JROTC) staff is
upgrading its training
program to better leverage the advantages provided by today’s emerging
technologies. The present system in place at over 600 training sites
throughout the country relies on the coordination of several media (i.e.,
print, videotape, film, and videodisc) elements in the delivery of
instruction. The recent emergence of Digital Video Disk (DVD) technology
provides the potential to consolidate the various media into a single
delivery platform. Of particular significance to the Air Force is
standardization of delivery and the portability afforded by this technology.
The development approach capitalizes on the availability of
Commercial-off-the Shelf (COTS) hardware and software, and instructional
content provided by the Air Force in producing a prototype lesson
incorporating the latest advances in bar coding and DVD technology. The
prototype system contains a graphic user interface that allows the
instructor to display and control the content and flow of instruction, and
to record relevant personal notations in support of the instructional
content. Updates to the Instructor Guide stored on the system hard drive,
will be achieved by delivering changes and updates via the Air Force JROTC
“Cyber-Campus” network. This paper describes the DVD-ROM prototype
development effort, identifies DVD-ROM hardware and software requirements,
and describes significant technological challenges encountered during
development and the methods developed to resolve them.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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IMPLEMENTATION
ISSUES INVOLVED WITH SUCCESSFUL
DISTRIBUTED LEARNING PROGRAMS
Joyce
Madden
Naval Air Warfare Center, Training Systems Division
Navy
personnel are currently exploring many avenues to transform their training
environment, restructure the training systems infrastructure, and save
scarce training dollars. Distributed learning is viewed as an important
element in this restructuring.
Part
of this restructuring involves reviewing the courses that are being taught
and selecting, and in many cases redesigning, courses for distributed
delivery. This is an important step in the process, but there are other
elements of the training systems environment that are equally important for
the success of distributed learning programs.
This
paper will discuss the elements of the training systems environment that
need to be reviewed,
redesigned and, in some cases, created in order to help trainees
successfully complete distributed learning classes. The elements are grouped
into two categories - instructor related and trainee related. Some of the
trainee issues discussed include lack of study skills, pacing themselves
without the presence of an instructor, and feeling isolated without
instructor and peer face-to-face contact. Instructors’ issues will include
redesign of their courses to suit an environment that does not include any
face-to-face contact with trainees, communication with trainees to resolve
questions, and handling new demands on their time. Research and
institutional experience available from industry, academia and the military
services will be discussed to present new strategies and lessons learned in
coping with the new distributed learning environment. The use of technology
such as E-mail, chat rooms and desktop video conferencing will be discussed
as to how it can be properly used to enhance the distributed learning
environment and help ensure Navy training dollars are not wasted. Sample web
sites will be discussed that exhibit some of the new strategies for
delivering training.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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TOWARD GUIDANCE IN THE
DEVELOPMENT
Katrina
E. Ricci
Janis A. Cannon-Bowers
Eduardo Salas
Naval Air Warfare Center Training Systems Division, Orlando, FL
Steve
W. J. Kozlowski
Michigan State University
East Lansing, MI
Due
to funding constraints, there is an ever increasing demand to satisfy
training needs as efficiently as possible, yet maintain high levels of
combat readiness. To do so, tradeoffs are necessary, and, more and more,
training must be accomplished on an “as-needed” basis. That is, it is
necessary to rely less on formal school-house training (which has high
overhead costs), and more on deployable training systems. Fortunately,
opportunities exist to exploit advanced technologies and their associated
cost savings through the design of shipboard training. This is particularly
true when considering the training capability likely to be present in the
next generation of Navy surface vessels (i.e., LPD-17, CV(X), and DD-21).
Specifically, two training capabilities are likely to be prominent: 1) the
capability to selectively generate a variety of simulated practice
scenarios, and 2) the capability to monitor trainee performance in real-time
and to generate extensive, detail, and specific information about the
trainee’s performance. Thus, it is assumed that precise control of practic
e and feedbac k will be key attributes of advance shipboard training
systems. However, little attention has been paid thetheoretical foundation
that best serves the ability to train afloat. Therefore, theoretically based
principles of instruction must be addressed to guide the development of
shipboard training. This paper is particularly focused on the use of
embeddded/scenario-based training (a feature likely to be most valuable in
future shipboard training) and the use of various provisions of feedback. OF
SHIPBOARD TRAINING SYSTEMS
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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MISSION
QUALIFICATION AND READINESS CONTINUUM
Kara
Cross Kunitz
Lieutenant Commander Joseph Mihal
Frank
A. Lorenz
Star Mountain, Incorporated
Gregg
Morissette
Star Mountain, Incorporated
The
first Mission Qualification and Readiness Continuum (MQRC) project was
completed for the Navy’s H-60 Helicopter Flight Crewmembers in January
1998. The project was conducted at Sea-based Weapons and Advanced Tactics
School (SWATS) and was successful in joining readiness, resources and
training into a single integrated process.
MQRC process accounted for all missions, tasks, and resources. Each mission
was detailed to construct a “strategy-to-task” solution. Each task was
permuted into an array of difficulty based on conditions of performance.
MQRC identified over 70,000 individual objectives and tied them directly to
resources. The resultant syllabus was designed to develop skill in all these
areas and was successful in tying budgets to readiness targets. The MQRC
syllabus was designed to encompass an entire flight career. This new process
enables the Navy to accurately account for, and optimize, the resources
required to achieve readiness targets. MQRC training process is
“demand-based” skill development, not traditional “supply-based”
knowledge transfer. The training continuum was engineered to maximize
efficiency, effectiveness, and flexibility in all events. Its approach to
skill development is four-dimensional and tactically relevant. Since skills
carry over from mission to mission, MQRC process recognizes all missions
where duplicate skill is required. MQRC utilizes the power of technology and
inter-related relational databases to connect the warfighters with
requirements and resource sponsors, acquisition managers, engineers,
logisticians and operations managers.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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PREPARING
FOR THE INSTRUCTIONAL TECHNOLOGY
GAP – A CONSTRUCTIVIST APPROACH
Karol
G. Ross, Ph.D. Jeffrey A. Halterman, MAJ
Raytheon Systems Company U.S. Marine Corps
Fort Sill, Oklahoma U.S. Army Field Artillery School
Linda
G. Pierce, Ph.D. William A. Ross
U. S. Army Research Lab Raytheon Systems Company
U.S. Army Field Artillery School Fort Sill, Oklahoma
Advances
in technology have led the U. S. Army to design the Classroom XXI Master
Plan (U. S. Army Training and Doctrine Command, 1996). This plan includes
the introduction of an in-class simulation, and student and instructor
integrated computer workstations to support student-centered, experiential
learning at higher levels such as officer advanced training. The plan also
encourages the U.S. Army schools to experiment with the use of technology.
We proposed that full exploitation of the advantages of new instructional
technology could only be achieved through a review of the training
requirements, the learning process, and their relationships to instructional
media. To address
this issue, a Concept Experimentation Program (CEP) effort was conducted by
the U. S. Army Research Laboratory to support the U.S. Army Field Artillery
School's (USAFAS) Classroom XXI development. Phase I of the CEP included 1)
an analysis of the training tasks in the Field Artillery Officer Advanced
Course (FAOAC), 2) a review of instructional literature, and 3) a review of
current and potential instructional media. Based on our reviews, we
concluded that a shift in the Army's current training paradigm to a process
that is less linear is desired at the advanced level. Specifically, a
constructivist approach informed by Cognitive Flexibility Theory would best
support the Army's plan. The theoretical basis of the approach, our
refinement of the student-centered learning process, the role of
constructivist instruction as a precursor to simulation-based training, and
resulting design principles are described. In Phase II of the CEP, we
designed and developed proof-of-principle courseware to illustrate the
concepts developed in Phase I. User input during Phase II is described
regarding desired design features and factors of user acceptance.
Requirements for more complete development include research to design
instructional facilitation procedures, the need for cognitive authenticity
in constructivist instruction, and integration of learner motivation factors
in design and development.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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MEASUREMENT
OF COMMAND/CONTROL STAFF PERFORMANCE IN
TACTICAL TRAINING ENVIRONMENTS
Michael
R. McCluskey
Naval Air Warfare Center Training Systems Division
Jennifer
E. Fowlkes
Summit Technologies
Linda
G. Pierce
Army Research Laboratory
Daniel
J. Dwyer
Naval Air Warfare Center Training Systems Division
A
performance measurement tool known as TRACE (Tactically Relevant Assessment
of Combat Events) was developed and used to assess Command/Control (C2)
staff training. TRACE allows the collection of detailed process measures in
an efficient, streamlined manner. Alternate versions of TRACE were developed
for each of four organizational elements related to the C2 staff. The
performance of teams within these elements was assessed during field-based
tactical exercises driven by C2 equipment stimulators and a time ordered
events list. Observers scored the performance of these teams using TRACE checklists that were either based on the timed sequence of activities
in the exercise, or on tasks that were done routinely. Portable, hand-held
computers automatically opened the required checklist at the required time
for each observer/controller. The computers provided a substantial increase
in the efficiency and accuracy of data collection. In general, performance
of the C2 staff elements improved over the time period covered by the
exercises. This paper will: (1) describe the training environment used for
this measurement project, (2) discuss the development of computer-based,
hand-held performance measurement tools for use in field-based exercises to
assess C2 staff performance, and (3) present selected data summaries of C2
performance as captured by the measurement tools.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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KEY TEAM
COMPETENCIES FOR NAVY AIR WINGS:
A CASE STUDY
Maureen
Bergondy
Naval Air Warfare Center Training Systems Division, Orlando, FL
Jennifer
Fowlkes
Summit Technologies, Inc., Orlando, FL
James
Gualtieri and Eduardo Salas
Naval Air Warfare Center Training Systems Division, Orlando, FL
Over
the past decade, there has been a substantial amount of research aimed at
the development of team training interventions. These efforts have resulted
in guidelines, tools and methodologies that are being applied to a variety
of small aviation and surface teams. The purpose of this paper is to examine
a set of team competencies resulting from this work against critical
incident data obtained for large tactical teams.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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JOINT
DISTANCE LEARNING CENTER (JDLC):
A COOKBOOK FOR JOINT VIRTUAL TRAINING
Wiley
N. Boland, Jr., Ed.D.
Materials, Communication & Computers, Inc.
Within
USACOM J7’s Joint Training, Analysis and Simulation Center (JTASC) an
evolution is under development to provide a practical, no-nonsense,
step-by-step approach to developing and conducting distributed interactive
Joint Virtual Training programs and end products. Initially we began to
consider a "cookbook" in the recipe-book genre. This cookbook was
to support the JTASC's Joint Distance Learning Center
(JDLC) and serve as a blueprint for proposing, cost-justifying, designing,
developing, and training product delivery using new instructional technology
tools and resources. The JDLC Cookbook was to take training requirements
from planning the script to presenting the first lesson. Not only did we
begin developing "recipes", but provide a look in the kitchen to
see examples of available training programs and products. In describing
training cooked up here in the JTASC, issues ranging from instructional
design to security and learner tracking are surveyed. We now plan to provide
descriptions and evaluations of the requisite authoring tools, tips, and
issues from learners in the trenches, various instructional design
strategies, and assessment options. Our cookbook approach would take you
from the basics (the terminology, the hardware, the tools, the why of
technology-based instruction) to the actual delivery of appropriate
technology-based curriculum, with broad expeditions into several flavors of
appropriate conduct, such as Web-based training. As all things evolve, so
has the cookbook approach. Since beginning this paper, we are moving toward
an item-description-checklist-lessons learned approach. Until now, there has
not been a definitive reference for Joint Virtual Training developers. JDLC
is a valuable resource for experienced trainers looking for information on
new tools and techniques for technology-delivered training, for those
interested in instructional applications, and for those concerned with ROI.
In a day of rising concerns about joint forces' ability to hold its own in a
fast-moving information age, JDLC offers not only a fresh approach but a
definitive prescription how joint knowledge, skills, and attitudes can be
lifted with the newest technologies.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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RE-ENGINEERING
THE INTERACTIVE MULTIMEDIA INSTRUCTION
(IMI) PROCESS: A SKILLS TRAINING PARADIGM THROUGH COTS
Captain
Aaron K. Aragaki
Studies and Analysis Squadron, Air Education and Training Command, USAF
Randolph Air Force Base Texas
An
Air Education and Training Command (AETC) experiment to reduce the time and
cost to design, develop and deliver Skills Training (ST) Interactive
Multimedia Instruction (IMI) modules is discussed. Although full-blown
traditional IMI has proven very effective, the development process is often
slow and very costly. Interactive Courseware Development Flights (composed
of a designer, developer, graphic artist, and an enlisted Subject Matter
Expert (SME)) produce Level II IMI at approximately $14,000 per hour
of instruction, with a development:instruction ratio of approximately 200:1.
Cost models project it will cost AETC millions of dollars to design and
develop Level II IMI across the command. In addition, AETC cannot continue
to send students TDY to resident courses when the curriculum can be
delivered more cost effectively via the Internet. ST is a brief,
“no-frills” type of IMI that is developed by an SME.
ST
is not a replacement to traditional IMI, but can be a cost effective
alternative for learning objectives amenable to the ST paradigm. It is
believed that incorporation of ST will enhance AETC efforts to
convert/develop IMI and exploit the Internet. This experiment, begun Jan 98,
is a proof-of-concept experiment of ST. SMEs utilized
Commercial-Off-The-Shelf (COTS) tools to design and develop ST, and provide
a medium for delivery and management. SMEs can create a substantial portion
of ST, which can be further enhanced by experienced designers using
additional COTS tools. The resulting ST is designed to work with a
server-based training management system that runs in combination with a Web
server on multiple protocols. This paper details the results of the
experiment, including: design, development and delivery metrics; data
analysis; return on investment; and ideas for large-scale implementation.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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NONRESIDENT
COMPUTER-BASED TRAINING:
EFFECTIVENESS EVALUATION
Dr.
Thomas J. Hammell
Paradigm Associates
Mr.
Leonard C. Kingsley
Coast Guard Research & Development Center
The
effectiveness of conducting computer-based training (CBT) at Coast Guard
duty stations was determined in an experiment, comparing 3 training delivery
approaches: 1) nonresident CBT course conducted at students’ duty
stations; 2) resident CBT course (the same course) conducted at a training
center; and 3) traditional resident instructor-led course conducted at a
training center. The existing 1- week AN/WSC-3 UHF transceiver maintenance
course was selected for the evaluation, with the CBT version developed by an
independent contractor. Training effectiveness was determined using several
measures, including student hands-on performance during the troubleshooting
and repair of actual malfunctioning transceivers, pre- and post-training
knowledge tests, and student reactions to the training. The nonresident CBT
course conducted at duty stations was found to be as effective as the
instructor-led resident course, and required substantially less training
time. Follow-up interviews conducted with a subset of the participating duty
stations found that students, commanders and other staff strongly support
the implementation of nonresident training. They also found that staff were
concerned about how nonresident CBT would be implemented; important issues
and potential obstacles were identified. A cost analysis uncovered
trade-offs between resident instructor-led and nonresident CBT courses, and
found that nonresident CBT provided to students at duty stations can save
training dollars.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
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EVALUATING
THE EFFECTIVENESS OF CBT:
ALTERNATIVES TO TRADITIONAL INSTRUCTIONAL METHODS AUTHORS
LCDR
Al Folsom, Ph.D.
US Coast Guard, Performance Technology Center
Mr.
William Seletyn
US Coast Guard, Performance Technology Center
Ms.
Kimberly Kavanagh
This
paper will address a research study, conducted over a four month period,
comparing two separate instructional delivery methods of the same module of
entry level instruction in Machinery Technician “A” school.
Kirkpatrick’s model for Program Evaluation was used. The specific levels
of evaluation that will be addressed include Reaction, Learning, and
Results. A pretest-posttest control group design was used to compare
traditional classroom training with an alternative of computer based
Training. The results of this study suggest that training method affects the
outcome of performance. The findings from the study may have an impact on
the methods in which knowledge-based skills are delivered in the Coast
Guard’s resident training schools. The implication is that Coast Guard
Training Centers should consider carefully the impact and feasibility of
computer based training and other forms of alternative delivery methods to
maximize learning for their students. The results also suggest that the use
of self-paced, computer based training can reduce the amount of time
required to teach knowledge-based skills in resident schools. This paper
will present the background, methodology, results, and conclusions of the
research. The presentation will predominantly focus on the results and
conclusions of the research study. The presentation will also include
recommendations for future research.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
from I/ITSEC'S Website
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VIDEO TELETRAINING TO THE
DESKTOP
Through
Video Conferencing
Jacqueline Genise Foxx, Thomas M. Franz, John E. Hassen
Naval Air Warfare Center Training Systems Division
Desktop
video teleconferencing and net-based training are the hottest technologies
being implemented today for personnel training and development. All branches
of the military services, Fortune 500 companies and Universities are
attempting to find a means of implementing this form of training delivery.
Each realizes the potential cost savings for organizations who successfully
implement desktop: advanced training, stand down training, just-in-time
training, performance support, access to on-line college degrees, etc.
This
paper will explore technology for desktop video conferencing as a method of
training delivery. Design considerations needed to support successful
desktop video conferencing are explored. Topics include interoperability,
security, modes of data transmission, network performance characteristics,
and applicable standards needed for promotion of open systems. The work was
conducted at NAWCTSD, where an Advanced Distributive Learning (ADL)
laboratory facilitated the exploration of software, courseware, and hardware
products needed to implement distributive learning across Local Area
Networks (LANs), Wide Area Networks (WANs), Internet and Intranet networks.
The technical advantages of different delivery networks are explored, as
well as the quality of the learning experience afforded by each of these
options.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
from I/ITSEC'S Website
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JOINT
READINESS TRAINING CENTER
INTEGRATION OF LIVE AND CONSTRUCTIVE FORCES
Robert
L. Pickett
TRW, Systems and Information Technology Group
Joint
Readiness Training Center (JRTC) methods of integrating live and
constructive forces are potentially of great value to trainers throughout
the force, particularly as we move to truly joint training in the 21st
Century. Integration requirements will increase, with forces under common
command and control participating simultaneously in live, virtual, and
constructive simulations. Effective integration is required to obtain
maximum training value from these exercises. This paper provides an overview
of how integration is done at the JRTC. At the JTRC, the major exercise unit
is a US Army light infantry brigade. The brigade headquarters And two
infantry battalions are live forces, which conduct a field training
exercise. The third infantry battalion conducts a command post exercise with
its forces replicated in a constructive simulation. The JRTC tactical
environment includes asymmetrical opposing forces; noncombatants; host
nation officials; and a 12-day battle during which the exercise units are
under continuous threat. At the JRTC, the integration of live and
constructive forces is guided by the following principles: comprehensive
Integration, coordination, planning, fidelity, realism and methodology
development.
The
three categories of integration supporting comprehensive integration are
Event, System, and Ad Hoc.System Integration provides tools to integrate
major systems into the exercise. For example, the constructive simulation
does not support logistics play, a continuous integration requirement. A
JRTC-developed software methodology now satisfies this integration
requirement.Event Integration’s purpose is to address the integration of
specific events into a scenario; it also may be used to address a simulation
capability shortfall. For example, the unit’s objectives may include
evacuation of noncombatants conducted by the battalion in constructive
simulation. To do this the staff researches
doctrine and equipment and collects input based on the experience of the
staff. Then, the necessary equipment and noncombatant evacuee entities are
built and tested before the exercise. Ad Hoc Integration provides a
framework for taking maximum opportunity of unexpected exercise events that
may be enhanced to ensure maximum training value. Integration is worthwhile
because of the enhancements to training that comprehensive integration
provides. The results are better trained and prepared commanders and staffs,
having participated in an exercise that provides challenging performance
stimulation to each member of the participating units.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
from I/ITSEC'S Website
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TOWARD
DEVELOPMENT OF A TACTICAL
DECISION MAKING UNDER STRESS INTEGRATED TRAINER
James
E. McCarthy
Sonalysts, Inc.
Joan
Johnston and Carol Paris
Naval Air Warfare Center Training Systems Division
Incidents
involving the USS Vincennes and the USS Starke have focused attention on the
complexity of performing in high-stress conditions, such as those that
characterize air warfare. As a result of these incidents, the Tactical
Decision Making Under Stress (TADMUS) program sponsored by the Office of
Naval Research was initiated. In recent years budget reductions, reduced
manning, and increased overseas operations have shifted the emphasis on
increasing shipboard training. The Tactical Decision Making Under Stress (TADMUS)
Integrated Trainer is an interactive, self-paced training system designed to
develop both declarative and procedural knowledge skills for effective
tactical decision making. Training content is based on empirical findings
from research conducted under the TADMUS program sponsored by the Office of
Naval Research. A primary goal in developing the trainer is enhanced
flexibility and consistency in implementation, minimized instructor
involvement, and reduced training time. Therefore, we describe the
instructional basis for integrating training to enhance stress, team, and
decision skills, and present a description and example of the training
strategy. Finally, we research plans and
implications for application to other stressful task environment.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
from I/ITSEC'S Website
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BEYOND
CBT: MULTIMEDIA COURSES DELIVER JUST-IN-TIME TRAINING
While
business use of traditional computer-based training (CBT) is widespread,
companies are increasingly torn by the fact that, although highly effective,
CBT is a costly tool that must be cautiously deployed with a strict eye on
financial and personnel resources. In 1994 the Boeing Company determined
that what was needed was a new model, a step beyond traditional CBT. The new
model had to recognize limited budgets and lack of highly skilled course
developers but still deliver effective course content. Boeing attacked the
problem by combining then-emerging multimedia capabilities with a new simple
process for developing training for factory floor workers. The results where
job aids called skill training. The skill training approach uses a simple
authoring tool that allows almost anyone to develop training courses
containing video, audio, animation, photographs, text, and graphics. The
skill training approach also includes a six step process developed as a
joint effort between the formal training organization, the factory workers
and the computing systems support group. The results of prototype course
creation showed a reduction in development time of up to 90%. For example, a
course that had taken 40 hours to develop was cut to an incredible 4 hours.
And, the programming or scripting experience needed by course developers
dropped from several hundred hours to none due to the complete lack of
programming required by a Boeing developed drag-and-drop authoring
prototype. Finally, the approach has been shown around the world with the
same results, course developed time using the skill training approach is
usually cut in half within the first few months of use. This model continues
to gain recognition as “skill training” or “guerilla training” and
will be a highly successful tool to add to the formal arsenal for developing
training courses.
This paper is available on the 1998 I/ITSEC CD ROM. Order it
from I/ITSEC'S Website
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